islaApocalypse/Core/README.md
beezm a7e6c17422 docs: BLUEPRINT_FORMAT.md + README updates for the v2 container (terrain-water task 02)
Byte-accurate v2 contract (magic/version, tagged sections, registered
FourCC table, validation rules, re-encode sentinels, extension path)
plus the v1 legacy summary — v1 stays live per the safety-net plan.
READMEs updated additively: parser dispatch, dual-write outputs,
harness usage, server params cross-check, wire-format hazard rewording
(u8 on v2 path, range-checked; append-only rule unchanged).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-06 07:31:03 -04:00

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# Core Module
Shared, stateless logic used by both the server and client paths: the `.dat` parser, the mesher, the
voxel data containers, and the material lookups. **No Godot nodes, no scene state.** These scripts
define what things are and how to calculate them; they never remember what is currently happening.
## Components
### `MapDataParser.cs` — the data bridge
Deserializes the binary `.dat` blueprint written by `/Tools` into a `WorldBlueprint` held in RAM:
map size, the float heightmap, the biome map, town locations, **all four tiers** of A\* road
vectors (Highways, Branch Roads, Rugged Roads, Trails), and — from v2 files — the embedded
generation params (seed, sizes, impact centre, provenance) and each town's highway-node flag.
**Two formats are live** (byte-accurate contract: `Core/Scripts/BLUEPRINT_FORMAT.md`). The parser
dispatches on the file's first byte:
- **v2 (primary)** — raw `ISLA` magic, u32 version gate, then tagged sections
`[u32 tag][u64 length][payload]`. Unknown tags are skipped by length, so future sections are
invisible to older readers. Validated on read: version, MapSize bounds, section lengths against
the file, biome/tier ordinal ranges.
- **v1 (legacy)** — the positional `"ISLA_V1"` format, still written beside v2 as `_v1.dat` and
still loadable (with a deprecation warning) until a future removal task.
**Wire-format hazard.** Biome and town-tier enums are serialized as their **ordinal values**
(u8 in v2, i32 in v1). **Never reorder or insert members** in `Enums.cs` — append only, at the end.
v2's range checks make drift fail loudly at parse time; legacy v1 has no validation and silently
reinterprets every pixel. (`RoadTier` is exempt: road tiers are stored in separate file sections —
tagged in v2, positional in v1 — so that enum never hits disk.)
### `ChunkData.cs` + `Constants.cs` — voxel containers and tuning
- **Chunk dimensions:** `24 × 24` horizontal, `256` vertical (`Constants.cs`).
- **The `+1` padding is structural.** `Densities` and `BlockIDs` are one cell larger on every axis —
`[25, 257, 25]` — so the mesher can evaluate the boundary cells shared with the neighbouring chunk
and the meshes meet without gaps.
- **Per-column data for rendering:** `SurfaceHeights` (the true, unrounded surface), `ColumnBiomes`,
and `ColumnRoadMaterial` (0 = not a road). These let the mesher colour by real height rather than a
rounded integer.
- **Tunables in `Constants.cs`:** `BLEND_BAND_METERS` (how far one surface material fades into the
next) and the per-tier road block — width, shoulder, grade-smoothing and surface material for each
of the four road tiers, plus the derived cull padding.
### `MarchingCubes.cs` — the mesher
Turns a chunk's density field into a Godot `ArrayMesh`.
- **Analytical normals:** exact density gradients at each cell corner, interpolated along the edge by
the same fraction used for the vertex position — smooth lighting without Godot's normal pass.
- **Deterministic vertex welding:** shared vertices are keyed by an integer `EdgeKey` ordered
lowest-to-highest, so neighbouring chunks compute identical keys and no float drift creeps in.
- **Vertex colouring:** each vertex is coloured from its true float depth below the surface, fading
between the two materials either side of a boundary rather than switching at an integer depth.
**Density sign convention (load-bearing):** density is **positive above** the surface and **negative
below** it. A corner counts as inside the terrain when `density < ISO_LEVEL`.
### `BiomePalette.cs` + `BlockRegistry.cs` + `BlockData.cs` — materials
- **`BlockRegistry`:** byte-ID lookup for every block (`AIR`, `BEDROCK`, `STONE`, `DIRT`, `SAND`, the
three grasses, `SNOW`, `WASTELAND_DIRT`, `ASPHALT`).
- **`BiomePalette`** answers "what material is here?" twice, deliberately:
- `GetVoxelID(...)` — the authoritative **integer** classification by whole-block depth. Decides
what is actually stored in each voxel; used for everything non-visual.
- `GetBlendedVoxelIDs(...)` — the **rendering** version. Same question by *float* depth, returning
the two materials either side of the nearest boundary plus how far between them the point is, so
the renderer fades instead of snapping.
Both take a road-surface byte, so a trail is surfaced in dirt where a highway is surfaced in
asphalt.