refactor(simulation): harden #952 cascade per QA + architecture review

Addresses the Hoshe (QA) + Tyre (architecture) review of the SeedChain/cascade
work:

- Golden was pinning an empty river network (128x64 produced 0 river cells).
  Bumped to 256x128, where GJ1c yields a real network (93 river cells, 19
  mouths) — Layer 1's rivers are now actually guarded, not just attractors.
- SeedChain::for_body(world_seed, body_id) + fnv1a_64: the single canonical
  body_id(String) -> u64 path (FNV-1a, the repo convention), so callers can't
  derive divergent worlds from the same seed via different ad-hoc hashes. The
  golden now uses it.
- Stability guards: seed_domain_discriminants_are_pinned test (CI fails if a
  SeedDomain tag is renumbered); AttractorType gains #[repr(u8)] + explicit
  discriminants (it's cast as a sort key in features.rs).
- Tests: SeedChain::root(0) non-degenerate; run_cascade error path (missing
  file -> Err, not panic).
- Comments: clarified the id=0 derivations (sibling separation is caller-side
  via the per-district/quarter chain; #957 threads the index), tightened the
  all_district_types reachability comment (it pins the seed-0 sequence, not a
  probabilistic claim), and noted the golden's WORLD_SEED is cosmetic at
  Layers 0-1 + the x86_64 f32 capture caveat.

Deferred with reason: the run_cascade -> CascadeInputs struct refactor (Tyre)
is left for #954 — designing Layer-2's context shape now would be later-phase
detail, and there's a single caller to migrate then. EntityRng keeps its
domainless combine (migrating is stream-changing) — noted in D-224.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-05-23 13:24:03 +02:00
co-authored by Claude Opus 4.7
parent b4eff847fc
commit a61d030b47
7 changed files with 5938 additions and 4022 deletions
+13
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@@ -167,4 +167,17 @@ mod tests {
fn layers_are_ordered() {
assert!(CascadeLayer::Heightmap < CascadeLayer::Topography);
}
#[test]
fn run_cascade_missing_file_is_err() {
// The file-loading path returns an error (not a panic) for a bad path.
let res = run_cascade(
body_seed(),
"missing",
std::path::Path::new("/nonexistent/sr-test/heightmap.png"),
0.3,
CascadeLayer::Heightmap,
);
assert!(res.is_err(), "missing heightmap must Err, not panic");
}
}
+10 -4
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@@ -198,6 +198,9 @@ pub fn compute_district_mix(
// We avoid f32 by using integer weighted random selection.
let weight_sum: u32 = weights.iter().sum();
let mut counts: [u32; 9] = [0; 9];
// id = 0: one mix per district. Sibling districts/quarters are separated by
// the distinct `chain` each receives (caller-derived; #957 threads a
// per-quarter chain), so a fixed id here does not collide across siblings.
let mut lcg = chain.derive(SeedDomain::Layer4Quarter, 0).atlas_rng();
for _ in 0..total_districts {
@@ -371,10 +374,13 @@ mod tests {
#[test]
fn all_district_types_can_appear() {
// Reachability check: every type has a clamped weight of at least 1
// (compute_district_mix `.max(1)`), so all are reachable. A large draw
// count makes every one appear regardless of the RNG sequence — a small
// count can miss a low-weight type purely by luck, which is sequence- and
// therefore seed-dependent (this is not a realistic city size).
// (compute_district_mix `.max(1)`), so all are reachable. This asserts the
// specific deterministic LCG sequence for SeedChain::root(0); 500 draws is
// far beyond what's needed (the rarest type here, Administrative, has
// weight ≈ 2.7%, so P(missed over 500 draws) ≈ 1e-6), so it stays green
// across seeds — but it is the seed-0 sequence that's pinned, not a
// probabilistic guarantee. Not a realistic city size; a unit test of the
// allocator's reachability, not of a real settlement.
let requested: u32 = 500;
let mix = compute_district_mix(
50_000_000,
+2
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@@ -245,6 +245,8 @@ fn derive_layout_mode(
/// scaled to the ±16 sim tile maximum from `block_irregularity::max_offset_sim_tiles`.
fn organic_placements(irregularity: f32, chain: SeedChain) -> [[BlockPlacement; 4]; 4] {
let max_offset = (irregularity * 16.0) as i16;
// id = 0: one placement pass per district. Sibling separation comes from the
// distinct `chain` per district/quarter (caller-derived; #957), not the id.
let mut lcg = chain.derive(SeedDomain::Block, 0).atlas_rng();
// Build the 2D array using a flat closure to keep things readable.
+63
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@@ -25,6 +25,20 @@ pub(crate) fn splitmix64(mut x: u64) -> u64 {
x ^ (x >> 31)
}
/// FNV-1a (64-bit) hash of a string — the repo's deterministic `&str → u64`
/// convention (matches `TemplateId`/`TriangleId` in `simulation::triangle` and
/// the `observer` snapshot hash). The single sanctioned way to turn a string
/// `body_id` into a `SeedDomain::Body` id (D-224), so two callers can never
/// derive different worlds from the same seed via different ad-hoc hashes.
pub(crate) fn fnv1a_64(s: &str) -> u64 {
let mut hash: u64 = 0xcbf2_9ce4_8422_2325; // FNV-1a offset basis
for byte in s.bytes() {
hash ^= byte as u64;
hash = hash.wrapping_mul(0x100_0000_01b3); // FNV-1a prime
}
hash
}
/// Seeded linear congruential generator (D-010).
///
/// Knuth's LCG parameters — integer-only arithmetic, no `f32`, D-010 compliant.
@@ -97,6 +111,14 @@ impl SeedChain {
Self(world_seed)
}
/// This body's position in the seed tree, from the master `world_seed` and
/// its string `body_id` (D-224). The one canonical `body_id → u64` path:
/// `root(world_seed).derive(Body, fnv1a_64(body_id))`. Use this everywhere a
/// body needs a seed, so all callers agree on the mapping.
pub fn for_body(world_seed: u64, body_id: &str) -> Self {
Self::root(world_seed).derive(SeedDomain::Body, fnv1a_64(body_id))
}
/// Derive a child seed for `(domain, id)`.
///
/// `splitmix64(self ^ splitmix64(domain)) ^ splitmix64(id)` (D-224, load-bearing).
@@ -215,4 +237,45 @@ mod tests {
SeedChain::root(42).derive(SeedDomain::Block, 3).seed()
);
}
#[test]
fn seed_domain_discriminants_are_pinned() {
// Load-bearing (D-224): renumbering a variant re-rolls every world that
// derives through it. This guard fails CI the moment a tag changes —
// append new variants, never renumber existing ones.
assert_eq!(SeedDomain::Body as u64, 1);
assert_eq!(SeedDomain::Layer1Topography as u64, 2);
assert_eq!(SeedDomain::Layer3Settlement as u64, 3);
assert_eq!(SeedDomain::Layer4Quarter as u64, 4);
assert_eq!(SeedDomain::Block as u64, 5);
assert_eq!(SeedDomain::Npc as u64, 6);
}
#[test]
fn root_zero_is_non_degenerate() {
// World seed 0 must still produce a well-distributed stream.
let derived = SeedChain::root(0).derive(SeedDomain::Body, 0);
assert_ne!(derived.seed(), 0, "derived seed must not be zero");
let mut rng = derived.atlas_rng();
assert_ne!(rng.next_u32(), 0, "RNG from world seed 0 must not stall");
}
#[test]
fn for_body_deterministic_and_distinct() {
assert_eq!(
SeedChain::for_body(42, "GJ1c").seed(),
SeedChain::for_body(42, "GJ1c").seed()
);
assert_ne!(
SeedChain::for_body(42, "GJ1c").seed(),
SeedChain::for_body(42, "GJ1d").seed()
);
// for_body is exactly root().derive(Body, fnv1a_64(id)).
assert_eq!(
SeedChain::for_body(42, "GJ1c").seed(),
SeedChain::root(42)
.derive(SeedDomain::Body, fnv1a_64("GJ1c"))
.seed()
);
}
}
+12 -7
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@@ -371,22 +371,27 @@ pub enum TerritorialStatus {
/// The type of terrain feature that attracts settlement placement.
/// Source: D-195, D-209
// `#[repr(u8)]` with explicit discriminants: `AttractorType` is cast `as u8` as
// the primary sort key for the attractor list (`features.rs`), so the layout is
// load-bearing — reordering would change attractor ordering and the cascade
// golden. Append new variants; never renumber or reorder existing ones.
#[derive(Serialize, Deserialize, Clone, Copy, Debug, PartialEq, Eq)]
#[repr(u8)]
pub enum AttractorType {
/// Where a river meets sea level or coastline. Historically high-value.
RiverMouth,
RiverMouth = 0,
/// Proximity to coast without a river mouth. Port access.
CoastalAccess,
CoastalAccess = 1,
/// Where a river crosses a topographic saddle or confluence point.
RiverCrossing,
RiverCrossing = 2,
/// Local elevation minimum; flat, arable, sheltered.
ValleyFloor,
ValleyFloor = 3,
/// Saddle point between adjacent drainage basins; controls a mountain pass.
PassEntrance,
PassEntrance = 4,
/// Adjacent to a lake polygon.
LakeShore,
LakeShore = 5,
/// Flat terrain away from all other attractors; fallback for plains settlements.
PlainCenter,
PlainCenter = 6,
}
/// Fine-grained terrain classification carried by each `GeographicAttractor`.
+12 -7
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@@ -14,22 +14,27 @@
//!
//! Regenerate after an intended change:
//! UPDATE_GOLDEN=1 cargo test --test cascade_golden
//!
//! Golden captured on x86_64. The downsample and sub-biome cost use f32, so a
//! different architecture could in principle round differently — regenerate
//! per-arch if CI ever moves off x86_64.
use std::path::PathBuf;
use serde_json::{json, Value};
use settled_reach_server::atlas::cascade::{run_cascade_from_heightmap, CascadeLayer};
use settled_reach_server::atlas::heightmap::load_heightmap_png;
use settled_reach_server::seed::{SeedChain, SeedDomain};
use settled_reach_server::seed::SeedChain;
use sha2::{Digest, Sha256};
/// Source heightmap — a real committed body, relative to the server manifest dir.
const SOURCE_HEIGHTMAP: &str = "../wiki/star-systems/GJ-1/bodies/GJ1c/heightmap.png";
/// Downsample target: small enough for a compact golden, large enough for real
/// drainage/feature structure.
const DOWNSAMPLE: (u32, u32) = (128, 64);
/// World seed for the run. Layers 01 are RNG-free; this is carried for the
/// SeedChain contract (D-224).
/// Downsample target: large enough that GJ1c's drainage produces a real river
/// network (not just attractors), small enough for a compact golden.
const DOWNSAMPLE: (u32, u32) = (256, 128);
/// World seed for the run. Cosmetic here — Layers 01 are RNG-free, so changing
/// it does not change the golden; it is carried only to exercise the SeedChain
/// contract end-to-end (D-224). Seed-sensitivity gets pinned once Layer 3+ lands.
const WORLD_SEED: u64 = 42;
const GOLDEN: &str = "tests/golden/cascade_layer1.json";
@@ -49,7 +54,7 @@ fn cascade_layer0_to_1_matches_golden() {
// ── Layer 1 — downsample, then run the cascade to topography. ───────────
let small = heightmap.downsample(DOWNSAMPLE.0, DOWNSAMPLE.1);
let body_seed = SeedChain::root(WORLD_SEED).derive(SeedDomain::Body, 1);
let body_seed = SeedChain::for_body(WORLD_SEED, "GJ1c");
let snapshot = run_cascade_from_heightmap(body_seed, small, CascadeLayer::Topography);
let layer1 = snapshot.layer1.expect("Layer 1 ran");
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