islaApocalypse/Tools
beezm f810ff44dc fix: shrink erosion's crater exclusion to the strike core; add FULL/FEATHER modes (terrain-water task 19)
Task 17's hard 1.2 x CraterRadius cutoff left a visible un-eroded disc with a hard
edge. Measured (radius dump, seed 1280587109): the carve writes only inside 0.80 x
(640 px) and its displacement is EXACTLY 0 beyond that, so the 640-960 px annulus
was 620,811 LAND cells of ordinary terrain held smooth for no geometric reason.
That annulus is now eroded — 98% of those cells are touched.

The protected core is the carve's own extent (CraterErosionCore, 0.80 x).
CraterErosionMode selects the transition: "full" applies full strength at the core
boundary (older-crater look), "feather" ramps 0->full out to CraterErosionFeather
(1.05 x, mirroring the detail pass) for a younger-crater look with no seam.
Implemented as a WEIGHT that scales carve and deposit amounts, not a skip, which is
what makes feather a one-liner. Default "feather" pending the gate.

Core = the carve radius is load-bearing, not tidy: the carve runs AFTER erosion and
scales height toward the sea target, so it amplifies any erosion delta inside its
radius. Measured at a 0.50 core: 79 cells newly below the rendered sea and 113,310
below-sea cells disturbed — the in-pass flood guard cannot see this because it
measures before the carve. At 0.80 the two passes touch disjoint cells and the
guarantee is exact again (0/0/0). A narrower core also reclaims nothing extra, since
the over-protected annulus lies entirely outside the carve. MapGenerator now owns
CRATER_CARVE_FACTOR as the single source of that 0.80 and warns loudly if the
configured core is narrower.

Verified both modes, seed 1280587109: 1_biomes/0_water md5-identical to erosion-OFF,
BIOM/WBID bitwise equal, 0 newly below/above sea, 0 below-sea cells modified, 0
cells modified inside the core, island top 457.65 m unchanged, isotropy 1.005/1.007.
Bay-to-ocean connection demonstrated explicitly by flood fill through rendered
water to the map's north border (2,122,935 cells), not merely argued from the sea
clamp.

EROS body version -> 3: craterExclFactor replaced by craterCoreFactor +
craterFeatherFactor + craterMode. Round-trip harness PASS with a real v3 payload.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-10 05:50:22 -04:00
..
Scenes docs: BLUEPRINT_FORMAT.md + README updates for the v2 container (terrain-water task 02) 2026-08-06 07:31:03 -04:00
Scripts fix: shrink erosion's crater exclusion to the strike core; add FULL/FEATHER modes (terrain-water task 19) 2026-08-10 05:50:22 -04:00
README.md docs: water sections (WBID/WBTB/WSRF), no-BSIN rationale, SkipRoads + water stage in READMEs (terrain-water task 03) 2026-08-07 01:40:48 -04:00

/Tools

Offline developer utilities. Nothing here ships. These generate the source data that /Server and /Client later consume, which keeps world-generation logic out of the shipped client.

The 2D world generator

Script: Tools/Scripts/MapGenerator.cs · Scenes: Tools/Scenes/MapPreview.tscn and Scenes/MapCaptureTool.tscn

Builds the topographical and logistical foundation of the island before any 3D exists.

  • Resolution is config-driven, from ServerConfig.json's MapProfile: 4K/6K/8K/10K → 4096 / 6144 / 8192 / 10240. Shipped default is 8K. 1 pixel = 1 in-game metre = 1 voxel footprint. (The MapSize field initialiser in the script says 4096, but it is overwritten from config before use.)
  • Topography: FastNoiseLite plus distance-falloff maths for a guaranteed mainland island, a mountain spine, dynamic temperature-driven sea level, and an impact crater pushed into the northern coast (carved at 80 % of its radius so a landbridge always survives).
  • Water bodies: the classified water promoted into explicit blueprint data (ocean + labeled lakes with transitional per-body levels — WBID/WBTB/WSRF sections), plus priority-flood basin diagnostics. The SkipRoads config toggle turns a full ~26-min generation into a ~80 s road-less iteration cycle.
  • Logistics: AStarGrid2D pathfinding producing a looping continental highway, a branch to the mountain hub, and county roads daisy-chained outward with Prim's algorithm. Paths are decimated (RamerDouglasPeucker) then smoothed (4 Chaikin passes).
  • Zoning: biome mapping and tiered town/POI placement by slope, temperature and proximity.

⚠️ A* is the known bottleneck

The grid is one node per pixel — 67 million nodes at 8K — and the weight-setup pass walks every one of them. A full generation can stall long enough that runs get abandoned. await yields are sprinkled through the road stage, but they cannot interrupt a single engine-side GetPointPath call, so they only help between paths. Expect a regeneration to take minutes, or to need abandoning.

Outputs — written to user://, not into the project

File What it is
MapData_Seed_<seed>.dat The binary blueprint the server reads — v2 tagged container (~336 MB at 8K; contract in Core/Scripts/BLUEPRINT_FORMAT.md)
MapData_Seed_<seed>_v1.dat The same content in the legacy v1 format (~512 MB), dual-written as a safety net until a future removal task
Map_Seed_<seed>.png Visual snapshot of the map, for reviewing and picking seeds

On Linux: ~/.local/share/godot/app_userdata/islaApocolypse/.

Running it

Open Tools/Scenes/MapPreview.tscn and press F6. It is also the project's main scene, so pressing F5 anywhere runs this — which is why F5 regenerates your world instead of starting the game. Use Scenes/MapCaptureTool.tscn when you specifically want the full-resolution PNG.

Rules

  1. No client dependencies. Nothing here may reference UI, player controllers or shaders in /Client.
  2. Data out, nothing in. Tools emit .dat/.png/.json; they never write to a live server save.
  3. No magic numbers. Distances and radii scale off MapSize or the derived scaleFactor, so the generator behaves the same at every profile.