Both sea-level modes documented (flat default 0.15 / legacy field Lerp); noted the blueprint does not record which model produced it — the WBTB levels are the observable. Batch runner lives in /tmp (throwaway), not in-repo. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com> |
||
|---|---|---|
| .. | ||
| MapGenerator.cs | ||
| MapGenerator.cs.uid | ||
| MapGenerator.md | ||
| README.md | ||
| RoundTripHarness.cs | ||
| RoundTripHarness.cs.uid | ||
/Tools/Scripts — generation logic
C# backend for the offline developer tools. Decoupled from the live server and client.
MapGenerator.cs
Generates the entire 2D blueprint. Roughly in order:
- Config — reads
ServerConfig.json, which setsMapSize(8192 by default) and the crater radius. TheMapSize = 4096field initialiser is a fallback that is immediately overwritten. - Topography — FastNoiseLite base height plus a mountain spine, minus a squircle distance
falloff, giving a guaranteed island. Noise frequency is divided by
scaleFactor(MapSize / 1024f) so terrain features stay the same real-world size at any map profile. - Sea level and water — sea level per the configured model (
SeaLevelModel:"flat"scalar — the default,SeaLevelValue0.15 — or the legacy"field"latitude Lerp); flood fill separates true ocean from inland lakes; a mainland fill guarantees one contiguous landmass. - The crater — placed along the northern coast and carved to below sea level, but only out to 80 % of its radius, which guarantees a landbridge rather than severing the island.
- Water bodies — promotes the classified water into explicit data: the ocean as body 1, each
lake connected-component labeled (same 4-connectivity as the true-ocean fill), one transitional
surface level per body. Classification comes from the shared
IsOceanPixel/IsLakePixelpredicates that the biome stage also uses, so the two can never disagree. A priority-flood pit-fill runs here as validated diagnostics (basin statistics to console; serializes nothing). Drops the0_watersnapshot. - Biomes and towns — biome zoning by height and temperature; tiered town placement (Capitol, Hubs, Villages, Outposts, POIs) filtered by slope, water proximity and spacing.
- Roads — see below. Skipped entirely when the
SkipRoadsconfig toggle is on (the ~25-min A* pass is the bottleneck; a skip run exports a road-less iteration blueprint in ~80 s with a loud console banner). - Export — writes the
.datblueprint (dual-write: the v2 tagged container under the primary seed name, plus the legacy v1 format beside it as_v1.dat— seeCore/Scripts/BLUEPRINT_FORMAT.md), then renders the PNG snapshot. The v2 file embeds the resolved generation params (seed, MapSize, crater radius, density, impact centre, provenance).
The road network
AStarGrid2D over the whole map at one node per pixel. Mountains are made expensive rather than
impassable (1 + elevation³ × 400), water and the crater are marked solid.
- Continental loop — highway nodes sorted by radial angle and connected in a ring.
- Mountain branch — a spur from the loop to the snow hub.
- County roads — Prim's algorithm daisy-chains remaining towns onto the network. Villages become Rugged roads, everything else Trails.
- Abandon protocol — a town further than 8 % of the map from the network is skipped rather than pathed to, so one unreachable outpost cannot hang generation.
- Smoothing — every path is decimated with Ramer–Douglas–Peucker (tolerance 4.0) then smoothed with 4 Chaikin passes.
⚠ This is the project's dominant performance problem. At 8K the grid is 67 million nodes, and the
weight-setup pass touches every one before the first path is requested. The await yields between
stages cannot interrupt a single engine-side GetPointPath call, so a long path still blocks. Full
regenerations frequently get abandoned.
The PNG snapshot
SaveMapSnapshot() builds an offscreen SubViewport in code rather than relying on the scene's
layout, because Godot's UI layout engine will otherwise crush a 4096+ render down to the editor
window size. A MapDrawProxy control re-issues the _Draw() calls into that viewport — GetImage()
captures only the base texture and would otherwise miss the roads and towns entirely — and the code
awaits two RenderingServer.FramePostDraw signals so the GPU has actually painted before the image
is read back.
Road colours on the snapshot, useful for identifying a road: red = Highway, black = Branch, dark brown = Rugged, light brown = Trail.
Outputs
MapData_Seed_<seed>.dat (v2), MapData_Seed_<seed>_v1.dat (legacy dual-write), and the staged
snapshots Map_Seed_<seed>_{0_water,1_biomes,2_towns,3_roads}.png, all to user://. (0_water
is painted from the water stage's own outputs — ocean deep blue, lakes lighter blue, land neutral;
3_roads is absent on a SkipRoads run.)
RoundTripHarness.cs
The blueprint format regression test (scene: Tools/Scenes/RoundTripHarness.tscn). Loads a
known-good blueprint through the real parser, re-writes it as v2 through the real writer, re-loads
it, and asserts semantic equality (heights bitwise, biomes, towns, every road point). Headless,
seconds per cycle, no generation. Exit code 0 = pass.
Rules
- No magic numbers. Distances, radii and thresholds derive from
MapSizeorscaleFactor, so the generator behaves identically at 4K and 10K. - Respect the GPU. Anything exporting visual data must
awaitthe appropriate frame signals before reading pixels back.