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>
460 lines
16 KiB
C#
460 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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/// <summary>
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/// Drainage-network promotion — C0b part 1 (terrain-water task 21). PURE ANALYSIS:
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/// reads the ERODED render heightmap and produces a river PLAN — it changes zero
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/// terrain and adds zero water. Standalone numeric (D-035 family; no Godot types).
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///
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/// Pipeline, built on the task-03 priority-flood family:
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/// 1. Priority-flood the eroded surface from the map border (Barnes heap+pit
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/// variant, 8-connected, same as RunPriorityFloodDiagnostics) — but with a
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/// one-ulp epsilon on pit fills, so every filled cell keeps a STRICTLY
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/// descending path to its spill. This resolves the ~15,000 erosion pits
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/// (task-20 finding) for ROUTING ONLY; the terrain itself is never modified.
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/// 2. Depressions that are deep AND large enough (the endorheic dials) are NOT
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/// filled through: their cells revert to original heights, so flow entering
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/// them terminates at the basin minimum. Real closed drainage survives;
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/// micro-pits route through.
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/// 3. D8 flow directions on that routing surface. D8 was reverted as a CARVING
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/// technique (task 10 — grid-aligned scratches in the terrain); using it to
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/// COMPUTE where water flows is standard hydrology and leaves no mark.
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/// 4. Flow accumulation by topological (Kahn) propagation — no sort needed.
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/// 5. Promotion: outlets to the sea ranked by drainage area, top-N (separated)
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/// become trunks; main stems traced upstream by max-accumulation; the
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/// mountain-exit point found from the along-stem grade; LEAN tributaries and
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/// LEAN endorheic terminals marked.
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///
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/// The plan's lowland courses are provisional: erosion delivered the UPLAND
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/// network only (task 18 §3), so below each mountain-exit the traced course is
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/// "where the routing surface drains", not a designed river. Part 2 (task 22)
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/// routes the lowland reach properly from the mountain-exit points — which is why
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/// those points are this analysis's key output.
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/// </summary>
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public static class DrainageAnalysis
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{
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public const float M_PER_UNIT = 251f;
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// Neighbour order is FIXED (it is the deterministic tiebreak).
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private static readonly int[] DX = { -1, -1, -1, 0, 0, 1, 1, 1 };
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private static readonly int[] DY = { -1, 0, 1, -1, 1, -1, 0, 1 };
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private static readonly float[] DIST = {
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1.41421356f, 1f, 1.41421356f, 1f, 1f, 1.41421356f, 1f, 1.41421356f };
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public class Params
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{
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// Endorheic qualification: a depression this deep AND this large is a real
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// closed basin and terminates flow; anything smaller is a pit, filled through.
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public float EndorheicMinDepthM = 2.0f;
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public int EndorheicMinAreaPx = 10000;
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// Endorheic REPORTING is lean: only terminals with at least this much
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// upstream drainage, at most MaxCount of them.
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public int EndorheicMinInflowPx = 50000;
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public int EndorheicMaxCount = 3;
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public int TrunkCount = 3; // ~3 sea-reaching trunks (developer)
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public int MinOutletSeparationPx = 400; // don't pick 3 mouths of one delta
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public int StemMinAccPx = 1000; // stem tracing stops below this
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public int TributaryMinAccPx = 30000; // LEAN: a branch must drain this much
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public int TributaryMaxPerTrunk = 4; // ...and only the top few are marked
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// Mountain-exit: furthest-downstream stem point where the upstream window
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// still sustains this grade (m per px) over ExitWindowPx.
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public float ExitGradeMin = 0.05f;
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public int ExitWindowPx = 100;
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public float SeaLevel = 0.15f; // flat sea scalar (raw units)
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}
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public class Stream
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{
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public List<(float x, float y)> Course = new(); // downstream-first
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public long DrainageAreaPx;
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public (float x, float y) Head; // upstream end
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}
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public class Trunk : Stream
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{
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public (float x, float y) Outlet; // last land cell before sea
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public (float x, float y) MountainExit;
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public float MountainExitElevM;
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public bool ExitFound;
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public List<Stream> Tributaries = new();
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}
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public class EndorheicTerminal
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{
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public (float x, float y) Terminal; // basin minimum
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public long DrainageAreaPx;
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public float BasinDepthM;
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public long BasinAreaPx;
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}
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public class Plan
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{
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public List<Trunk> Trunks = new();
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public List<EndorheicTerminal> Endorheics = new();
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public int TerminalBasinCount; // basins that qualified as sinks
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public long PitsFilledCount; // depressions filled through
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public long LandCells, SeaReachingCells, EndorheicCells, UnroutedCells;
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public List<(float x, float y, long acc)> AllOutletsTop = new(); // top 12, pre-separation
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public Params P;
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}
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/// <param name="isOcean">Row-major mask of THE OCEAN body (WBID == 1) — the
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/// only water that counts as "the sea" for sea-reaching trunks. Below-sea
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/// cells that are NOT ocean (enclosed lagoons, below-datum lake beds) are
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/// ordinary terrain to the router: as depressions they either qualify as
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/// terminal basins (a river legitimately ENDING in a lagoon/lake — reported as
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/// such) or fill and spill onward to the true sea. Without this mask the first
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/// draft called two of its three "sea-reaching" trunks done at enclosed
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/// lagoons, which is exactly the overclaim the gate must not inherit.</param>
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public static Plan Run(float[,] height, int mapSize, bool[] isOcean, Params p)
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{
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int n = mapSize;
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int total = n * n;
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var plan = new Plan { P = p };
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// 1-D row-major copies (idx = x * n + y), same convention as the task-03 pass.
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float[] original = new float[total];
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for (int x = 0; x < n; x++)
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for (int y = 0; y < n; y++)
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original[x * n + y] = height[x, y];
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// --- 1. Priority-flood with one-ulp epsilon (routing surface only) ---
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float[] filled = (float[])original.Clone();
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{
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bool[] visited = new bool[total];
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var heap = new PriorityQueue<int, (float h, int idx)>();
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var pit = new Queue<int>();
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void Seed(int idx)
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{
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if (visited[idx]) return;
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visited[idx] = true;
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heap.Enqueue(idx, (filled[idx], idx)); // idx tiebreak => deterministic
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}
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for (int x = 0; x < n; x++) { Seed(x * n); Seed(x * n + (n - 1)); }
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for (int y = 0; y < n; y++) { Seed(y); Seed((n - 1) * n + y); }
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while (heap.Count > 0 || pit.Count > 0)
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{
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int c = pit.Count > 0 ? pit.Dequeue() : heap.Dequeue();
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float fc = filled[c];
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int cx = c / n, cy = c % n;
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for (int k = 0; k < 8; k++)
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{
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int nx = cx + DX[k], ny = cy + DY[k];
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if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue;
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int ni = nx * n + ny;
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if (visited[ni]) continue;
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visited[ni] = true;
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if (filled[ni] <= fc)
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{
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// One ulp above the parent: strictly descending back out, so
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// D8 never meets an exact flat inside a filled pit.
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filled[ni] = MathF.BitIncrement(fc);
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pit.Enqueue(ni);
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}
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else heap.Enqueue(ni, (filled[ni], ni));
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}
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}
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}
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// --- 2. Depression components; big+deep ones become terminal sinks ---
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// Components of (filled > original), 8-connected — the pools. Qualifying
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// pools revert to ORIGINAL height so flow terminates at their minimum.
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int[] basinId = new int[total]; // 0 = not in a pool
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var basinDepthM = new List<float> { 0f };
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var basinAreaPx = new List<long> { 0L };
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var basinMinCell = new List<int> { -1 };
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{
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var stack = new Stack<int>();
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int nextId = 1;
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for (int i = 0; i < total; i++)
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{
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if (basinId[i] != 0 || filled[i] <= original[i]) continue;
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int id = nextId++;
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long area = 0; float depth = 0f; int minCell = i; float minH = original[i];
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stack.Push(i); basinId[i] = id;
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while (stack.Count > 0)
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{
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int c = stack.Pop();
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area++;
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float d = (filled[c] - original[c]) * M_PER_UNIT;
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if (d > depth) depth = d;
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if (original[c] < minH) { minH = original[c]; minCell = c; }
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int cx = c / n, cy = c % n;
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for (int k = 0; k < 8; k++)
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{
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int nx = cx + DX[k], ny = cy + DY[k];
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if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue;
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int ni = nx * n + ny;
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if (basinId[ni] == 0 && filled[ni] > original[ni])
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{ basinId[ni] = id; stack.Push(ni); }
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}
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}
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basinDepthM.Add(depth); basinAreaPx.Add(area); basinMinCell.Add(minCell);
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}
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bool[] terminal = new bool[nextId];
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for (int id = 1; id < nextId; id++)
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{
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if (basinDepthM[id] >= p.EndorheicMinDepthM && basinAreaPx[id] >= p.EndorheicMinAreaPx)
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{ terminal[id] = true; plan.TerminalBasinCount++; }
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else plan.PitsFilledCount++;
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}
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// Revert terminal pools to the real surface; re-tag basinId to keep only
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// terminal pools (routing needs to know "am I in a terminal basin").
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for (int i = 0; i < total; i++)
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{
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if (basinId[i] == 0) continue;
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if (terminal[basinId[i]]) filled[i] = original[i];
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else basinId[i] = 0;
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}
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}
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// --- 3. D8 flow directions on the routing surface ---
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// dir[i] = 0..7 neighbour, SEA (into a below-sea cell), or NONE (sink).
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const sbyte D_NONE = -1, D_SEA = -2;
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sbyte[] dir = new sbyte[total];
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bool IsSea(int idx) => isOcean[idx];
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for (int i = 0; i < total; i++)
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{
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if (IsSea(i)) { dir[i] = D_NONE; continue; }
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int cx = i / n, cy = i % n;
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float best = 0f; int bestK = -1; bool bestIsSea = false;
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for (int k = 0; k < 8; k++)
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{
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int nx = cx + DX[k], ny = cy + DY[k];
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if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue;
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int ni = nx * n + ny;
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float drop = (filled[i] - filled[ni]) / DIST[k];
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if (drop > best) { best = drop; bestK = k; bestIsSea = IsSea(ni); }
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}
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dir[i] = bestK < 0 ? D_NONE : (bestIsSea ? D_SEA : (sbyte)bestK);
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}
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// --- 4. Flow accumulation (Kahn topological propagation) ---
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int Target(int i)
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{
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if (dir[i] < 0) return -1;
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int cx = i / n, cy = i % n;
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return (cx + DX[dir[i]]) * n + (cy + DY[dir[i]]);
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}
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int[] acc = new int[total];
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{
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byte[] indeg = new byte[total];
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for (int i = 0; i < total; i++)
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if (dir[i] >= 0) indeg[Target(i)]++;
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var q = new Queue<int>();
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for (int i = 0; i < total; i++)
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{
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if (IsSea(i)) continue;
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acc[i] = 1;
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if (indeg[i] == 0) q.Enqueue(i);
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}
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while (q.Count > 0)
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{
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int c = q.Dequeue();
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if (dir[c] < 0) continue;
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int t = Target(c);
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acc[t] += acc[c];
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if (--indeg[t] == 0 && !IsSea(t)) q.Enqueue(t);
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}
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}
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// Bookkeeping: where does each cell's flow END — the sea, WHICH terminal
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// basin, or stuck? Memoised downstream walk. The per-basin totals matter:
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// crediting a terminal basin only with acc at its deepest cell undercounts
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// badly when the basin floor is flat (a lagoon bed scatters inflow across
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// many sub-minima — measured: a 500k-px lagoon system reported under 50k).
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long[] basinInflow = new long[basinMinCell.Count];
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{
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int[] dest = new int[total]; // 0 unknown, -1 sea, -2 stuck, >0 basin id
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var path = new List<int>(4096);
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for (int i = 0; i < total; i++)
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{
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if (IsSea(i) || dest[i] != 0) continue;
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int c = i; path.Clear();
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int result;
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while (true)
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{
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if (dest[c] != 0) { result = dest[c]; break; }
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path.Add(c);
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if (dir[c] == D_SEA) { result = -1; break; }
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if (dir[c] == D_NONE) { result = basinId[c] != 0 ? basinId[c] : -2; break; }
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c = Target(c);
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}
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foreach (int pc in path) dest[pc] = result;
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}
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for (int i = 0; i < total; i++)
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{
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if (IsSea(i)) continue;
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plan.LandCells++;
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if (dest[i] == -1) plan.SeaReachingCells++;
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else if (dest[i] > 0) { plan.EndorheicCells++; basinInflow[dest[i]]++; }
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else plan.UnroutedCells++;
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}
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}
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// --- 5a. Outlets: land cells whose flow enters the sea, ranked by acc ---
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var outlets = new List<(int cell, long acc)>();
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for (int i = 0; i < total; i++)
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if (dir[i] == D_SEA) outlets.Add((i, acc[i]));
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outlets.Sort((a, b) => b.acc.CompareTo(a.acc));
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foreach (var (cell, a) in outlets.GetRange(0, Math.Min(12, outlets.Count)))
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plan.AllOutletsTop.Add((cell / n, cell % n, a));
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// Greedy top-N with separation, so three mouths of one delta can't take
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// all three trunk slots.
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var picked = new List<int>();
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foreach (var (cell, _) in outlets)
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{
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if (picked.Count >= p.TrunkCount) break;
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int cx = cell / n, cy = cell % n;
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bool far = true;
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foreach (int pcell in picked)
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{
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float ddx = cx - pcell / n, ddy = cy - pcell % n;
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if (ddx * ddx + ddy * ddy < (float)p.MinOutletSeparationPx * p.MinOutletSeparationPx)
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{ far = false; break; }
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}
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if (far) picked.Add(cell);
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}
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// upstream max-acc walk shared by trunks and tributaries
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List<int> TraceStem(int fromCell, int minAcc)
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{
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var stem = new List<int> { fromCell };
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int c = fromCell;
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while (true)
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{
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int cx = c / n, cy = c % n;
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int bestN = -1; long bestA = minAcc - 1;
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for (int k = 0; k < 8; k++)
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{
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int nx = cx + DX[k], ny = cy + DY[k];
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if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue;
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int ni = nx * n + ny;
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if (dir[ni] >= 0 && Target(ni) == c && acc[ni] > bestA)
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{ bestA = acc[ni]; bestN = ni; }
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}
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if (bestN < 0) break;
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stem.Add(bestN);
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c = bestN;
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}
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return stem;
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}
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List<(float x, float y)> Decimate(List<int> cells, int step = 4)
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{
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var pts = new List<(float, float)>();
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for (int i = 0; i < cells.Count; i += step)
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pts.Add((cells[i] / n, cells[i] % n));
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if ((cells.Count - 1) % step != 0)
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pts.Add((cells[^1] / n, cells[^1] % n));
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return pts;
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}
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// --- 5b. Trunks: stems, mountain exits, LEAN tributaries ---
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foreach (int outletCell in picked)
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{
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var t = new Trunk
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{
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Outlet = (outletCell / n, outletCell % n),
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DrainageAreaPx = acc[outletCell]
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};
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var stem = TraceStem(outletCell, p.StemMinAccPx);
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t.Course = Decimate(stem);
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t.Head = (stem[^1] / n, stem[^1] % n);
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// Mountain-exit: walk the stem downstream-first; the exit is the
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// furthest-DOWNSTREAM point whose upstream window still sustains the
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// grade — i.e. where the mountains hand the river to the flats.
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// Elevation truth is the ORIGINAL eroded surface, not the fill.
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int w = p.ExitWindowPx;
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for (int i = 0; i + w < stem.Count; i++)
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{
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float rise = (original[stem[i + w]] - original[stem[i]]) * M_PER_UNIT;
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if (rise / w >= p.ExitGradeMin)
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{
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t.ExitFound = true;
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t.MountainExit = (stem[i] / n, stem[i] % n);
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t.MountainExitElevM = original[stem[i]] * M_PER_UNIT;
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break;
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}
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}
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// LEAN tributaries: junction branches off the stem with enough drainage,
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// top few by accumulation.
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var stemSet = new HashSet<int>(stem);
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var cands = new List<(int cell, long acc)>();
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foreach (int sc in stem)
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{
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int cx = sc / n, cy = sc % n;
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for (int k = 0; k < 8; k++)
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{
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int nx = cx + DX[k], ny = cy + DY[k];
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if (nx < 0 || nx >= n || ny < 0 || ny >= n) continue;
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int ni = nx * n + ny;
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if (stemSet.Contains(ni)) continue;
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if (dir[ni] >= 0 && Target(ni) == sc && acc[ni] >= p.TributaryMinAccPx)
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cands.Add((ni, acc[ni]));
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}
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}
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cands.Sort((a, b) => b.acc.CompareTo(a.acc));
|
|
// Dedup: two inflow neighbours at adjacent stem cells are one confluence,
|
|
// not two tributaries — keep only junctions ≥ 30 px apart.
|
|
var taken = new List<int>();
|
|
foreach (var (cell, a) in cands)
|
|
{
|
|
if (taken.Count >= p.TributaryMaxPerTrunk) break;
|
|
int cx2 = cell / n, cy2 = cell % n;
|
|
bool dup = false;
|
|
foreach (int tc in taken)
|
|
{
|
|
float ddx = cx2 - tc / n, ddy = cy2 - tc % n;
|
|
if (ddx * ddx + ddy * ddy < 30f * 30f) { dup = true; break; }
|
|
}
|
|
if (!dup) taken.Add(cell);
|
|
}
|
|
foreach (int cell in taken)
|
|
{
|
|
long a = acc[cell];
|
|
var trib = new Stream { DrainageAreaPx = a };
|
|
var ts = TraceStem(cell, Math.Max(p.StemMinAccPx, (int)(a / 20)));
|
|
trib.Course = Decimate(ts);
|
|
trib.Head = (ts[^1] / n, ts[^1] % n);
|
|
t.Tributaries.Add(trib);
|
|
}
|
|
plan.Trunks.Add(t);
|
|
}
|
|
|
|
// --- 5c. LEAN endorheic terminals: terminal basins ranked by TOTAL inflow ---
|
|
{
|
|
var terms = new List<(int id, long inflow)>();
|
|
for (int id = 1; id < basinMinCell.Count; id++)
|
|
{
|
|
int mc = basinMinCell[id];
|
|
if (mc < 0 || basinId[mc] != id) continue; // not a terminal basin
|
|
if (basinInflow[id] >= p.EndorheicMinInflowPx) terms.Add((id, basinInflow[id]));
|
|
}
|
|
terms.Sort((a, b) => b.inflow.CompareTo(a.inflow));
|
|
foreach (var (id, inflow) in terms.GetRange(0, Math.Min(p.EndorheicMaxCount, terms.Count)))
|
|
{
|
|
int mc = basinMinCell[id];
|
|
plan.Endorheics.Add(new EndorheicTerminal
|
|
{
|
|
Terminal = (mc / n, mc % n),
|
|
DrainageAreaPx = inflow,
|
|
BasinDepthM = basinDepthM[id],
|
|
BasinAreaPx = basinAreaPx[id]
|
|
});
|
|
}
|
|
}
|
|
|
|
return plan;
|
|
}
|
|
}
|