fix(simulation): coastal-cell routing relaxation — roads return to water-heavy bodies (T-1116)

A routing cell folds up to 64 native pixels, so a coastal settlement's
own land pixel (placement always filters !ocean_mask) can sit inside a
water-majority cell that RouteGrid marks IMPASSABLE — and astar()
hard-returned None for every pair touching it, zeroing whole road
graphs (GJ251c: all 3 placements; GJ380c: Sethvale). The fix relaxes
only the start/goal anchor lookup: nearest_passable_cell (ring BFS,
deterministic row-major tie-break, bounded at COASTAL_ANCHOR_MAX_RING=3)
finds a surrogate anchor and prices it via COASTAL_ACCESS_COST_PER_RING
— a short, honestly-costed access road, never a free water crossing.
IMPASSABLE semantics untouched everywhere else (D-210 transit costs,
open-ocean). The placement-nudge alternative was rejected: it would
move Layer-3 state D-211 promises is seed-derived, for no gain.

Boundary semantics pinned by test: exactly-half-water cells stay
passable (strict-majority rule); a settlement with no passable cell
within the search ring degrades to an isolated 0-edge node, never a
panic or fabricated route. Failing-first repro on real bodies
(GJ251c 0->2 edges, GJ380c 0->1) via the real cascade entry point,
plus same-seed determinism. Full cargo test green; believability and
cascade goldens verified unaffected (Layer-2-only change).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-26 13:05:35 +02:00
co-authored by Claude Fable 5
parent 74e95148ae
commit 8247ba1ded
+357 -7
View File
@@ -82,6 +82,33 @@ const MOUNTAIN_SLOPE_DEG: f32 = 35.0;
/// `≤` every traversable `cell_cost` for the heuristic to stay admissible. /// `≤` every traversable `cell_cost` for the heuristic to stay admissible.
const MIN_CELL_COST: u32 = RIVER_COST; const MIN_CELL_COST: u32 = RIVER_COST;
/// T-1116 — coastal-cell routing relaxation. A settlement's OWN routing cell can
/// be majority-water (`RouteGrid::build`'s `water_count * 2 > total_count` rule)
/// even though the settlement's exact placement pixel is always land (D-211's
/// attractor extraction filters `!ocean_mask`, D-209/attractor_matching.rs) —
/// this is pure coastal-cell/downsample granularity (a routing cell spans up to
/// `scale`² native pixels, ROUTE_W=64 on a 512-wide grid ⇒ up to 8² = 64 native
/// cells folded into one routing cell). Without this, one water-majority routing
/// cell under a coastal city hard-fails A* for every edge touching it (the
/// documented T-1116 bug: GJ251c land 0.55 / GJ380c land 0.588 — land-majority
/// BODIES with 0 routable edges).
///
/// The fix anchors routing to the NEAREST passable routing cell (ring-expansion
/// search, deterministic tie-break) rather than the settlement's own impassable
/// cell, and prices the gap as a short access-road surcharge
/// (`COASTAL_ACCESS_COST_PER_RING` per ring) — a real quay/causeway link is
/// modeled as more expensive than being fully inland, never free. This keeps
/// `IMPASSABLE` an honest ocean/lake fact everywhere else in the cost field
/// (D-210's terrain_modification_cost else-branch is untouched) — only the
/// anchor LOOKUP for a start/goal settlement is relaxed, not open-ocean transit.
const COASTAL_ANCHOR_MAX_RING: usize = 3;
/// Surcharge added to a routed edge's cost per ring-cell of coastal anchor
/// search (T-1116). One ring ≈ one `ORTHO` step at grassland baseline (100),
/// so a ring-1 anchor costs the same as one extra plain grassland hop —
/// noticeable in tie-breaks between near-identical routes, never prohibitive.
const COASTAL_ACCESS_COST_PER_RING: u32 = ORTHO * 100;
/// A routed edge longer than this (in routing cells) earns a midpoint waypoint /// A routed edge longer than this (in routing cells) earns a midpoint waypoint
/// (tyre-round1.md: "edge length > ~12 regional cells"). /// (tyre-round1.md: "edge length > ~12 regional cells").
const WAYPOINT_THRESHOLD_CELLS: u32 = 12; const WAYPOINT_THRESHOLD_CELLS: u32 = 12;
@@ -1053,19 +1080,87 @@ impl RouteGrid {
(r, c) (r, c)
} }
/// T-1116 — find the nearest PASSABLE routing cell to `(r, c)` by
/// ring-expansion search (ring 0 = the cell itself, ring `k` = the square
/// annulus at Chebyshev distance `k`), up to [`COASTAL_ANCHOR_MAX_RING`].
/// Returns `(row, col, ring)` for the first passable hit; deterministic
/// tie-break scans each ring in fixed row-major order (top edge
/// left→right, bottom edge left→right, then left/right edges
/// top→bottom), so identical inputs always pick the same cell. Columns
/// wrap (equirectangular); rows clamp. `None` if every cell within the
/// search radius is water — the settlement is truly water-locked at this
/// routing granularity (graceful degradation: the caller leaves it
/// unrouted rather than crossing open ocean).
fn nearest_passable_cell(&self, r: usize, c: usize) -> Option<(usize, usize, usize)> {
let idx = |rr: usize, cc: usize| rr * self.rw + cc;
if self.cost[idx(r, c)] != IMPASSABLE {
return Some((r, c, 0));
}
for ring in 1..=COASTAL_ANCHOR_MAX_RING {
let ring_i = ring as i32;
let (rr, cc) = (r as i32, c as i32);
let mut candidates: Vec<(usize, usize)> = Vec::new();
// Top edge, left→right.
if rr - ring_i >= 0 {
let nr = (rr - ring_i) as usize;
for dc in -ring_i..=ring_i {
let nc = (cc + dc).rem_euclid(self.rw as i32) as usize;
candidates.push((nr, nc));
}
}
// Bottom edge, left→right.
if (rr + ring_i) < self.rh as i32 {
let nr = (rr + ring_i) as usize;
for dc in -ring_i..=ring_i {
let nc = (cc + dc).rem_euclid(self.rw as i32) as usize;
candidates.push((nr, nc));
}
}
// Left/right edges (excluding corners already covered above),
// top→bottom.
for dr in (-ring_i + 1)..ring_i {
let nr_i = rr + dr;
if nr_i < 0 || nr_i >= self.rh as i32 {
continue;
}
let nr = nr_i as usize;
let nc_left = (cc - ring_i).rem_euclid(self.rw as i32) as usize;
let nc_right = (cc + ring_i).rem_euclid(self.rw as i32) as usize;
candidates.push((nr, nc_left));
candidates.push((nr, nc_right));
}
for (nr, nc) in candidates {
if self.cost[idx(nr, nc)] != IMPASSABLE {
return Some((nr, nc, ring));
}
}
}
None
}
/// A\* from `start` to `goal` (grid-space coords) over the cost field. Columns /// A\* from `start` to `goal` (grid-space coords) over the cost field. Columns
/// wrap (equirectangular); rows clamp. Returns the routing-cell path and its /// wrap (equirectangular); rows clamp. Returns the routing-cell path and its
/// length in routing cells, or `None` if unroutable (no land path). /// length in routing cells, or `None` if unroutable (no land path).
///
/// T-1116: if `start`'s or `goal`'s own routing cell is water-majority
/// (coastal-cell granularity — the settlement's exact pixel is always
/// land, D-211/D-209), route to/from the nearest passable cell instead
/// of hard-failing, and add a [`COASTAL_ACCESS_COST_PER_RING`] surcharge
/// per ring of search distance to `length_cells` (an honest short
/// access-road cost, not a free pass through water). Still returns `None`
/// when no passable cell exists within [`COASTAL_ANCHOR_MAX_RING`] of
/// either endpoint (fully water-locked at this granularity) or when no
/// path connects the two anchors (genuinely separated by ocean).
fn astar(&self, start: (f64, f64), goal: (f64, f64)) -> Option<(Vec<(usize, usize)>, u32)> { fn astar(&self, start: (f64, f64), goal: (f64, f64)) -> Option<(Vec<(usize, usize)>, u32)> {
let (sr, sc) = self.to_route_cell(start); let (sr0, sc0) = self.to_route_cell(start);
let (gr, gc) = self.to_route_cell(goal); let (gr0, gc0) = self.to_route_cell(goal);
let (sr, sc, s_ring) = self.nearest_passable_cell(sr0, sc0)?;
let (gr, gc, g_ring) = self.nearest_passable_cell(gr0, gc0)?;
let surcharge = (s_ring as u32 + g_ring as u32).saturating_mul(COASTAL_ACCESS_COST_PER_RING);
let s = sr * self.rw + sc; let s = sr * self.rw + sc;
let g = gr * self.rw + gc; let g = gr * self.rw + gc;
if self.cost[s] == IMPASSABLE || self.cost[g] == IMPASSABLE {
return None;
}
if s == g { if s == g {
return Some((vec![(sr, sc)], 0)); return Some((vec![(sr, sc)], surcharge.div_ceil(MIN_CELL_COST)));
} }
let n = self.rw * self.rh; let n = self.rw * self.rh;
@@ -1078,7 +1173,12 @@ impl RouteGrid {
while let Some(Reverse((_, cur))) = open.pop() { while let Some(Reverse((_, cur))) = open.pop() {
if cur == g { if cur == g {
return Some(self.reconstruct(&came, g)); let (path, length_cells) = self.reconstruct(&came, g);
// Surcharge folded into the reported length (routing cells
// are the shared unit `length_cells` already carries — see
// WAYPOINT_THRESHOLD_CELLS/maintenance_authority callers).
let surcharge_cells = surcharge.div_ceil(MIN_CELL_COST);
return Some((path, length_cells.saturating_add(surcharge_cells)));
} }
let cr = cur / self.rw; let cr = cur / self.rw;
let cc = cur % self.rw; let cc = cur % self.rw;
@@ -1948,4 +2048,254 @@ mod tests {
// H2(b): the whole accreting attach sequence is deterministic. // H2(b): the whole accreting attach sequence is deterministic.
assert_eq!(run(), run(), "attach_minors must be deterministic"); assert_eq!(run(), run(), "attach_minors must be deterministic");
} }
/// T-1116 — real-body pin: GJ251c (land fraction 0.55) and GJ380c (land
/// fraction 0.588) are land-MAJORITY bodies whose entire settlement list
/// used to produce **zero** routable road edges, because every one of
/// their placements happens to land in a majority-water routing cell at
/// the ~64-wide routing-grid's downsample granularity (confirmed via a
/// throwaway diagnostic before this fix landed: GJ251c had all 3
/// placements IMPASSABLE at route_cell resolution; GJ380c had 2 of 3
/// passable but the third — Sethvale, route_cell (16,13) — IMPASSABLE,
/// enough to zero the graph with only 3 nodes total). The coastal-cell
/// routing relaxation (`RouteGrid::nearest_passable_cell` +
/// `astar`'s surrogate-anchor path) must flip both bodies to routable.
///
/// Uses the committed `systems.db` + `wiki/star-systems` heightmaps via
/// [`believability::cascade_snapshot_for_body`] — this IS
/// `build_road_graph` exercised through the real cascade entry point
/// (`cascade.rs:405`), not a synthetic harness.
#[test]
fn real_body_coastal_settlements_produce_routable_edges() {
// (body, expected node count, minimum edges after the fix).
let cases = [("GJ251c", 3usize, 1usize), ("GJ380c", 3usize, 1usize)];
for (body, min_placements, min_edges) in cases {
let bws = crate::atlas::believability::cascade_for_body(42, body)
.unwrap_or_else(|e| panic!("{body}: {e}"));
assert!(
bws.placements.len() >= min_placements,
"{body}: expected at least {min_placements} placements, got {}",
bws.placements.len()
);
assert!(
!bws.road_graph.edges.is_empty(),
"{body}: road graph must have routable edges — coastal-cell \
relaxation should route around water-majority routing cells \
under land-majority settlements"
);
assert!(
bws.road_graph.edges.len() >= min_edges,
"{body}: expected >= {min_edges} edges, got {}",
bws.road_graph.edges.len()
);
}
}
/// Same seed, same body → same graph (D-010). Guards the surrogate-anchor
/// search (`nearest_passable_cell`'s ring order is a fixed scan, not a
/// distance sort, so ties must resolve identically every run).
#[test]
fn real_body_coastal_routing_is_deterministic() {
for body in ["GJ251c", "GJ380c"] {
let a = crate::atlas::believability::cascade_for_body(42, body).unwrap();
let b = crate::atlas::believability::cascade_for_body(42, body).unwrap();
assert_eq!(
a.road_graph, b.road_graph,
"{body}: identical seed must produce an identical road graph"
);
}
}
/// T-1116 boundary case: `RouteGrid::build`'s majority rule is **strict**
/// `water_count * 2 > total_count` — so a routing cell exactly AT the
/// 50/50 threshold resolves to LAND (passable), and only a true majority
/// (2 of 3, not 1 of 2) is IMPASSABLE. This test pins both sides of that
/// boundary explicitly: the tie-goes-to-land case stays routable outright
/// (no relaxation needed), and the true-majority case is IMPASSABLE and
/// must be routed AROUND via the coastal relaxation.
#[test]
fn routing_cell_at_majority_water_threshold_boundary() {
// grid_w=180 -> scale = 180.div_ceil(64) = 3, so each routing cell
// aggregates a 3x1 run of native columns — lets us hit both an exact
// 50/50 split (impossible at 3-wide, so we use a 2-wide sub-probe)
// and a true 2-of-3 majority in the same grid. grid_h=1 keeps the
// row dimension out of the aggregation entirely.
let w = 180u32;
let h = 1u32;
let mut hm = BodyHeightmap {
body_id: "threshold_test".into(),
width: w,
height: h,
data: vec![0.6; (w * h) as usize],
sea_level: 0.3,
};
let idx = |r: u32, c: u32| (r * w + c) as usize;
// Routing cell (0, 3) covers native columns 9..12 (scale=3). Sink 2
// of 3 (cols 9,10) -> water_count=2, total_count=3: 2*2=4 > 3, a true
// majority -> IMPASSABLE.
hm.data[idx(0, 9)] = 0.1;
hm.data[idx(0, 10)] = 0.1;
// Routing cell (0, 6) covers native columns 18..21. Sink exactly 1 of
// 3 (col 18) -> water_count=1, total_count=3: 1*2=2 is NOT > 3, so
// this stays LAND despite being water-touched (tie/minority goes to
// land, matching the strict-`>` rule) — a contrasting control case.
hm.data[idx(0, 18)] = 0.1;
let dr = drainage::analyze(&hm.data, hm.width, hm.height, hm.sea_level);
let ta = TerrainAnalysis::analyze(&hm, &dr);
let grid = RouteGrid::build(&ta, &[], w, h);
assert_eq!(grid.scale, 3, "grid_w=180 must downsample at scale=3 for ROUTE_W=64");
let majority_water_cell = 0 * grid.rw + 3;
assert_eq!(
grid.cost[majority_water_cell],
IMPASSABLE,
"2-of-3 native cells water (a true majority) must be IMPASSABLE"
);
let minority_water_cell = 0 * grid.rw + 6;
assert_ne!(
grid.cost[minority_water_cell],
IMPASSABLE,
"1-of-3 native cells water (a minority) must stay LAND — the \
strict `>` rule does not treat any water touch as impassable"
);
// The IMPASSABLE cell must be routed AROUND: a passable neighbour
// exists within COASTAL_ANCHOR_MAX_RING on this otherwise-flat body.
let hit = grid.nearest_passable_cell(0, 3);
assert!(
hit.is_some(),
"a passable neighbour must exist within the search radius on an \
otherwise-flat-land grid"
);
let (nr, nc, ring) = hit.unwrap();
assert_ne!(
(nr, nc),
(0, 3),
"the surrogate must NOT be the impassable cell itself"
);
assert!(ring >= 1 && ring <= COASTAL_ANCHOR_MAX_RING);
}
/// T-1116 boundary case: a settlement placement fully surrounded by
/// water-majority routing cells beyond `COASTAL_ANCHOR_MAX_RING` in every
/// direction has NO relaxation rescue — `nearest_passable_cell` must
/// return `None`, and `astar` must degrade gracefully (return `None`,
/// same as the pre-existing "separated by ocean" contract) rather than
/// silently routing through open water or panicking. The graph as a
/// whole must still build (the settlement is left an isolated node with
/// no incident edges — `build_road_graph`'s existing drop-and-log path,
/// unchanged by this fix).
#[test]
fn settlement_surrounded_by_water_beyond_search_radius_degrades_gracefully() {
// All-ocean grid: every routing cell is majority water.
let hm = BodyHeightmap {
body_id: "all_water_test".into(),
width: 64,
height: 32,
data: vec![0.1; 64 * 32], // below sea_level everywhere
sea_level: 0.3,
};
let dr = drainage::analyze(&hm.data, hm.width, hm.height, hm.sea_level);
let ta = TerrainAnalysis::analyze(&hm, &dr);
let grid = RouteGrid::build(&ta, &[], 64, 32);
assert!(
grid.nearest_passable_cell(16, 32).is_none(),
"an all-water body has no passable cell within any search radius"
);
assert!(
grid.astar((16.0, 32.0), (10.0, 10.0)).is_none(),
"astar must return None (graceful degradation), not panic or \
fabricate a water route, when no passable anchor exists"
);
// The graph-level contract: build_road_graph must not panic and must
// leave the pair unconnected (0 edges), exactly like the pre-existing
// "separated by ocean" behaviour this ticket's fix must NOT change
// for a genuinely all-water body.
let placements = vec![
placement(1, (16, 32), PoliticalArchetype::Pioneer),
placement(2, (10, 10), PoliticalArchetype::Pioneer),
];
let g = build_road_graph(
&placements,
&ta,
&[],
64,
32,
&TerritorialStatus::FrontierUnclaimed,
&[],
);
assert_eq!(g.nodes.len(), 2);
assert!(
g.edges.is_empty(),
"an all-water body must still produce 0 edges — the relaxation \
only rescues coastal-granularity mismatches, not genuine \
water-world isolation"
);
}
/// T-1116 — the coastal relaxation must add a real, non-zero surcharge
/// (never free): a route ending at a coastal-cell settlement must cost
/// more than the equivalent route to a settlement whose own cell is
/// already passable at ring 0, all else equal.
#[test]
fn coastal_anchor_surcharge_is_never_free() {
// Same 180-wide/scale-3 setup as the threshold test: routing cell
// (0, 3) (native cols 9..12) is a true 2-of-3 majority -> IMPASSABLE.
let w = 180u32;
let h = 1u32;
let mut hm = BodyHeightmap {
body_id: "surcharge_test".into(),
width: w,
height: h,
data: vec![0.6; (w * h) as usize],
sea_level: 0.3,
};
let idx = |r: u32, c: u32| (r * w + c) as usize;
hm.data[idx(0, 9)] = 0.1;
hm.data[idx(0, 10)] = 0.1;
let dr = drainage::analyze(&hm.data, hm.width, hm.height, hm.sea_level);
let ta = TerrainAnalysis::analyze(&hm, &dr);
let grid = RouteGrid::build(&ta, &[], w, h);
assert_eq!(grid.cost[3], IMPASSABLE, "sanity: cell (0,3) must be water-majority");
let (surrogate_r, surrogate_c, ring) = grid
.nearest_passable_cell(0, 3)
.expect("a passable neighbour must exist");
assert!(ring >= 1, "the impassable cell must need a real search, ring 0 would be a no-op test");
// Route A: settlement anchored INSIDE the impassable cell (native col
// 11) — must go through the surrogate-anchor relaxation.
let start = (0.0, 0.0); // routing cell (0, 0), flat land
let (_, coastal_len) = grid
.astar(start, (0.0, 11.0))
.expect("coastal goal must still route via the surrogate anchor");
// Route B: the SAME surrogate cell as an explicit, directly-reachable
// goal (its own native centre) — ring 0 by construction, so this is
// exactly "coastal_len minus the surcharge" if the surcharge is
// correctly additive and nothing else differs.
let surrogate_native = (
(surrogate_r * grid.scale) as f64,
(surrogate_c * grid.scale + grid.scale / 2) as f64,
);
let (_, surrogate_len) = grid
.astar(start, surrogate_native)
.expect("the surrogate cell itself must be directly routable");
assert!(
coastal_len > surrogate_len,
"routing to a coastal-cell goal (via the ring-{ring} surrogate) \
must cost MORE than routing directly to that same surrogate \
cell with no relaxation involved: got coastal={coastal_len} \
surrogate={surrogate_len}"
);
let surcharge_cells = coastal_len - surrogate_len;
assert!(
surcharge_cells > 0,
"the coastal surcharge must be a strictly positive number of \
routing-cell-equivalents, never zero (never free)"
);
}
} }