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:
@@ -167,4 +167,17 @@ mod tests {
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fn layers_are_ordered() {
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assert!(CascadeLayer::Heightmap < CascadeLayer::Topography);
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}
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#[test]
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fn run_cascade_missing_file_is_err() {
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// The file-loading path returns an error (not a panic) for a bad path.
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let res = run_cascade(
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body_seed(),
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"missing",
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std::path::Path::new("/nonexistent/sr-test/heightmap.png"),
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0.3,
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CascadeLayer::Heightmap,
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);
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assert!(res.is_err(), "missing heightmap must Err, not panic");
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}
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}
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@@ -198,6 +198,9 @@ pub fn compute_district_mix(
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// We avoid f32 by using integer weighted random selection.
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let weight_sum: u32 = weights.iter().sum();
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let mut counts: [u32; 9] = [0; 9];
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// id = 0: one mix per district. Sibling districts/quarters are separated by
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// the distinct `chain` each receives (caller-derived; #957 threads a
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// per-quarter chain), so a fixed id here does not collide across siblings.
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let mut lcg = chain.derive(SeedDomain::Layer4Quarter, 0).atlas_rng();
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for _ in 0..total_districts {
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@@ -371,10 +374,13 @@ mod tests {
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#[test]
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fn all_district_types_can_appear() {
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// Reachability check: every type has a clamped weight of at least 1
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// (compute_district_mix `.max(1)`), so all are reachable. A large draw
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// count makes every one appear regardless of the RNG sequence — a small
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// count can miss a low-weight type purely by luck, which is sequence- and
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// therefore seed-dependent (this is not a realistic city size).
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// (compute_district_mix `.max(1)`), so all are reachable. This asserts the
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// specific deterministic LCG sequence for SeedChain::root(0); 500 draws is
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// far beyond what's needed (the rarest type here, Administrative, has
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// weight ≈ 2.7%, so P(missed over 500 draws) ≈ 1e-6), so it stays green
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// across seeds — but it is the seed-0 sequence that's pinned, not a
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// probabilistic guarantee. Not a realistic city size; a unit test of the
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// allocator's reachability, not of a real settlement.
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let requested: u32 = 500;
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let mix = compute_district_mix(
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50_000_000,
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@@ -245,6 +245,8 @@ fn derive_layout_mode(
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/// scaled to the ±16 sim tile maximum from `block_irregularity::max_offset_sim_tiles`.
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fn organic_placements(irregularity: f32, chain: SeedChain) -> [[BlockPlacement; 4]; 4] {
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let max_offset = (irregularity * 16.0) as i16;
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// id = 0: one placement pass per district. Sibling separation comes from the
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// distinct `chain` per district/quarter (caller-derived; #957), not the id.
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let mut lcg = chain.derive(SeedDomain::Block, 0).atlas_rng();
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// Build the 2D array using a flat closure to keep things readable.
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@@ -25,6 +25,20 @@ pub(crate) fn splitmix64(mut x: u64) -> u64 {
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x ^ (x >> 31)
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}
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/// FNV-1a (64-bit) hash of a string — the repo's deterministic `&str → u64`
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/// convention (matches `TemplateId`/`TriangleId` in `simulation::triangle` and
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/// the `observer` snapshot hash). The single sanctioned way to turn a string
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/// `body_id` into a `SeedDomain::Body` id (D-224), so two callers can never
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/// derive different worlds from the same seed via different ad-hoc hashes.
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pub(crate) fn fnv1a_64(s: &str) -> u64 {
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let mut hash: u64 = 0xcbf2_9ce4_8422_2325; // FNV-1a offset basis
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for byte in s.bytes() {
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hash ^= byte as u64;
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hash = hash.wrapping_mul(0x100_0000_01b3); // FNV-1a prime
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}
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hash
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}
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/// Seeded linear congruential generator (D-010).
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///
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/// Knuth's LCG parameters — integer-only arithmetic, no `f32`, D-010 compliant.
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@@ -97,6 +111,14 @@ impl SeedChain {
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Self(world_seed)
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}
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/// This body's position in the seed tree, from the master `world_seed` and
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/// its string `body_id` (D-224). The one canonical `body_id → u64` path:
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/// `root(world_seed).derive(Body, fnv1a_64(body_id))`. Use this everywhere a
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/// body needs a seed, so all callers agree on the mapping.
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pub fn for_body(world_seed: u64, body_id: &str) -> Self {
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Self::root(world_seed).derive(SeedDomain::Body, fnv1a_64(body_id))
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}
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/// Derive a child seed for `(domain, id)`.
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///
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/// `splitmix64(self ^ splitmix64(domain)) ^ splitmix64(id)` (D-224, load-bearing).
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@@ -215,4 +237,45 @@ mod tests {
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SeedChain::root(42).derive(SeedDomain::Block, 3).seed()
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);
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}
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#[test]
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fn seed_domain_discriminants_are_pinned() {
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// Load-bearing (D-224): renumbering a variant re-rolls every world that
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// derives through it. This guard fails CI the moment a tag changes —
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// append new variants, never renumber existing ones.
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assert_eq!(SeedDomain::Body as u64, 1);
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assert_eq!(SeedDomain::Layer1Topography as u64, 2);
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assert_eq!(SeedDomain::Layer3Settlement as u64, 3);
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assert_eq!(SeedDomain::Layer4Quarter as u64, 4);
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assert_eq!(SeedDomain::Block as u64, 5);
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assert_eq!(SeedDomain::Npc as u64, 6);
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}
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#[test]
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fn root_zero_is_non_degenerate() {
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// World seed 0 must still produce a well-distributed stream.
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let derived = SeedChain::root(0).derive(SeedDomain::Body, 0);
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assert_ne!(derived.seed(), 0, "derived seed must not be zero");
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let mut rng = derived.atlas_rng();
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assert_ne!(rng.next_u32(), 0, "RNG from world seed 0 must not stall");
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}
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#[test]
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fn for_body_deterministic_and_distinct() {
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assert_eq!(
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SeedChain::for_body(42, "GJ1c").seed(),
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SeedChain::for_body(42, "GJ1c").seed()
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);
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assert_ne!(
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SeedChain::for_body(42, "GJ1c").seed(),
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SeedChain::for_body(42, "GJ1d").seed()
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);
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// for_body is exactly root().derive(Body, fnv1a_64(id)).
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assert_eq!(
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SeedChain::for_body(42, "GJ1c").seed(),
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SeedChain::root(42)
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.derive(SeedDomain::Body, fnv1a_64("GJ1c"))
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.seed()
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);
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}
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}
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@@ -371,22 +371,27 @@ pub enum TerritorialStatus {
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/// The type of terrain feature that attracts settlement placement.
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/// Source: D-195, D-209
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// `#[repr(u8)]` with explicit discriminants: `AttractorType` is cast `as u8` as
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// the primary sort key for the attractor list (`features.rs`), so the layout is
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// load-bearing — reordering would change attractor ordering and the cascade
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// golden. Append new variants; never renumber or reorder existing ones.
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#[derive(Serialize, Deserialize, Clone, Copy, Debug, PartialEq, Eq)]
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#[repr(u8)]
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pub enum AttractorType {
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/// Where a river meets sea level or coastline. Historically high-value.
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RiverMouth,
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RiverMouth = 0,
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/// Proximity to coast without a river mouth. Port access.
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CoastalAccess,
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CoastalAccess = 1,
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/// Where a river crosses a topographic saddle or confluence point.
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RiverCrossing,
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RiverCrossing = 2,
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/// Local elevation minimum; flat, arable, sheltered.
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ValleyFloor,
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ValleyFloor = 3,
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/// Saddle point between adjacent drainage basins; controls a mountain pass.
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PassEntrance,
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PassEntrance = 4,
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/// Adjacent to a lake polygon.
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LakeShore,
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LakeShore = 5,
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/// Flat terrain away from all other attractors; fallback for plains settlements.
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PlainCenter,
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PlainCenter = 6,
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}
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/// Fine-grained terrain classification carried by each `GeographicAttractor`.
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@@ -14,22 +14,27 @@
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//!
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//! Regenerate after an intended change:
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//! UPDATE_GOLDEN=1 cargo test --test cascade_golden
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//!
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//! Golden captured on x86_64. The downsample and sub-biome cost use f32, so a
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//! different architecture could in principle round differently — regenerate
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//! per-arch if CI ever moves off x86_64.
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use std::path::PathBuf;
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use serde_json::{json, Value};
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use settled_reach_server::atlas::cascade::{run_cascade_from_heightmap, CascadeLayer};
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use settled_reach_server::atlas::heightmap::load_heightmap_png;
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use settled_reach_server::seed::{SeedChain, SeedDomain};
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use settled_reach_server::seed::SeedChain;
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use sha2::{Digest, Sha256};
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/// Source heightmap — a real committed body, relative to the server manifest dir.
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const SOURCE_HEIGHTMAP: &str = "../wiki/star-systems/GJ-1/bodies/GJ1c/heightmap.png";
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/// Downsample target: small enough for a compact golden, large enough for real
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/// drainage/feature structure.
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const DOWNSAMPLE: (u32, u32) = (128, 64);
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/// World seed for the run. Layers 0–1 are RNG-free; this is carried for the
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/// SeedChain contract (D-224).
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/// Downsample target: large enough that GJ1c's drainage produces a real river
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/// network (not just attractors), small enough for a compact golden.
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const DOWNSAMPLE: (u32, u32) = (256, 128);
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/// World seed for the run. Cosmetic here — Layers 0–1 are RNG-free, so changing
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/// it does not change the golden; it is carried only to exercise the SeedChain
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/// contract end-to-end (D-224). Seed-sensitivity gets pinned once Layer 3+ lands.
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const WORLD_SEED: u64 = 42;
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const GOLDEN: &str = "tests/golden/cascade_layer1.json";
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@@ -49,7 +54,7 @@ fn cascade_layer0_to_1_matches_golden() {
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// ── Layer 1 — downsample, then run the cascade to topography. ───────────
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let small = heightmap.downsample(DOWNSAMPLE.0, DOWNSAMPLE.1);
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let body_seed = SeedChain::root(WORLD_SEED).derive(SeedDomain::Body, 1);
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let body_seed = SeedChain::for_body(WORLD_SEED, "GJ1c");
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let snapshot = run_cascade_from_heightmap(body_seed, small, CascadeLayer::Topography);
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let layer1 = snapshot.layer1.expect("Layer 1 ran");
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+5826
-4004
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