feat(simulation): WaterBody voxel family — oceans/lakes/tidal flats render wet (T-1082)
The water zones (OpenOcean/Lake/TidalFlat) fell through to the dry-land AlluvialPlain fallback, so the sea rendered as dry forested land (the D-245 believability bug). - voxel.rs: new MorphologyFamily::WaterBody (9th family) + generate_water_body, dispatched from zone_to_family. Deep open water with a Shallow shoal band on the district-anchored coast line (wider for shallower bodies); TidalFlat all-Shallow. Seabed Rock (steep) / Sand (gentle) / Wetland (tidal mud); Vegetation::Barren; water surface elevation_m = 0; seasonal Ice via derive_cover (frozen seas). Wetland stays AlluvialPlain (it is land — a marsh, not open water). Integer/D-010. + 4 tests. - believability.rs: fix a sampling bias in the T-1083 enforcer found while verifying this — the metrics sampled the first 64 districts in BTreeMap order (a spatial corner, e.g. all-ocean), which reported a forested world as "0 vegetated". Now a deterministic seeded spread across the body (matches D-245's "randomly-sampled locations"). - D-239 amended (§5 8→9 families; §6 refined — the 3 water zones now dispatch to WaterBody). Believability golden regenerated. Probe (Arbour @ yolo): water-renders-wet 4/64 FAIL → 42/44 PASS; terrain-material variety 1 → 4 PASS; 3/7 → 5/7 criteria. (Remaining fails — moisture gradient, vegetation-present — are T-1080.) clippy --all-targets -D warnings clean; 1579 lib tests + the harness pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -33,8 +33,9 @@
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//!
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//! [`analyze`] is a pure, deterministic function of `(world_seed, body_id, districts)`:
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//! scalar/categorical contrast is computed over **all** districts; the voxel-derived
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//! metrics sample the first [`VOXEL_SAMPLE_DISTRICTS`] in `BTreeMap` order (sorted →
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//! stable). Suitable for golden-snapshot regression.
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//! metrics sample a **seeded spread** of [`VOXEL_SAMPLE_DISTRICTS`] across the body
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//! (deterministic from the world seed — D-245's "randomly-sampled locations", and
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//! unbiased unlike a contiguous corner). Suitable for golden-snapshot regression.
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use std::collections::{BTreeMap, BTreeSet};
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use std::path::PathBuf;
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@@ -60,8 +61,9 @@ const DEFAULT_SEA_LEVEL: f32 = 0.3;
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/// `ocean_fraction_q` at or above this marks a district water-present (D-239 §10 uses
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/// `ocean_fraction_q` as the chunk-scale water proxy).
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const WATER_PRESENCE_Q: i32 = 10;
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/// Districts voxel-sampled for the derived metrics — the first N in `BTreeMap` order
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/// (deterministic). Scalar/categorical contrast uses *all* districts (cheap).
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/// Districts voxel-sampled for the derived metrics — a deterministic seeded spread
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/// across the body (D-245 randomly-sampled-anywhere). Scalar/categorical contrast
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/// uses *all* districts (cheap).
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const VOXEL_SAMPLE_DISTRICTS: usize = 64;
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/// Stride over a district's representative 64 m chunk (8 → an 8×8 = 64-voxel sample).
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const VOXEL_SAMPLE_STRIDE: usize = 8;
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@@ -171,14 +173,21 @@ pub fn analyze(
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terrain_materials: 0, // filled from the voxel sample below
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};
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// ── Voxel-derived metrics over a deterministic subset of districts ────────
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// ── Voxel-derived metrics over a deterministic seeded spread of districts ──
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// Sampling must span the whole body, not a contiguous prefix: BTreeMap order is
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// a spatial corner (e.g. an all-ocean edge), which would report a forested world
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// as "0 vegetated". A seeded spread is both unbiased and matches D-245's
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// "randomly-sampled locations across the body" wording.
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let mut terrain_set: BTreeSet<String> = BTreeSet::new();
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let mut coh = CoherenceMetrics::default();
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let mut sampled = 0usize;
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for (dp, prof) in districts.iter().take(VOXEL_SAMPLE_DISTRICTS) {
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let keys: Vec<DistrictPos> = districts.keys().copied().collect();
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for idx in sample_indices(world_seed, keys.len(), VOXEL_SAMPLE_DISTRICTS) {
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let dp = keys[idx];
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let prof = &districts[&dp];
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sampled += 1;
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let chunk = district_centre_chunk(*dp);
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let chunk = district_centre_chunk(dp);
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let ctx = derive_chunk_context(world_seed, body_id, prof, chunk, None);
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let mut any_wet = false;
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@@ -339,6 +348,29 @@ fn district_centre_chunk(dp: DistrictPos) -> ChunkPos {
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)
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}
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/// Deterministic seeded spread of up to `take` distinct indices in `0..n` — a
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/// reproducible "random" sample across the whole district list (D-245's
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/// randomly-sampled-anywhere requirement), unbiased unlike a contiguous prefix.
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/// Returns all of `0..n` when `n <= take`. splitmix64 mixing keyed on the world seed.
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fn sample_indices(world_seed: u64, n: usize, take: usize) -> Vec<usize> {
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if n <= take {
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return (0..n).collect();
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}
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let mut picked: BTreeSet<usize> = BTreeSet::new();
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let mut i: u64 = 0;
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while picked.len() < take {
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let mut z = world_seed
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.wrapping_add(i)
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.wrapping_add(0x9E37_79B9_7F4A_7C15);
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z = (z ^ (z >> 30)).wrapping_mul(0xBF58_476D_1CE4_E5B9);
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z = (z ^ (z >> 27)).wrapping_mul(0x94D0_49BB_1331_11EB);
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z ^= z >> 31;
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picked.insert((z % n as u64) as usize);
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i += 1;
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}
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picked.into_iter().collect()
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}
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// ---------------------------------------------------------------------------
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// Loader — resolve committed data + run the real cascade (shared by the probe
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// binary and the regression harness, so both measure the same thing)
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+186
-13
@@ -40,12 +40,13 @@
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//!
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//! ## Family dispatch (D-239 §5, T-1028/T-1029)
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//!
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//! The 8-family tree is dispatched through `MorphologyFamily`. All 8 family
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//! generators are implemented: `AlluvialPlain` (the D-239 §5 fallback) landed
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//! in T-1028; the other 7 (LavaField, FjordWall, CliffCoast, BraidedDelta,
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//! DuneStrand, IncisedGorge, MeanderReach) landed in T-1029. Flat/water zones
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//! without a dedicated family (OpenOcean, Lake, TidalFlat, Wetland) map to
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//! `AlluvialPlain` per D-239 §5.
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//! The family tree is dispatched through `MorphologyFamily`. All generators are
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//! implemented: `AlluvialPlain` (the D-239 §5 fallback) landed in T-1028; the seven
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//! landform families (LavaField, FjordWall, CliffCoast, BraidedDelta, DuneStrand,
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//! IncisedGorge, MeanderReach) in T-1029; and `WaterBody` (OpenOcean / Lake / TidalFlat
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//! — Deep/Shallow water + seabed) in T-1082, the 9th family that amends D-239 §5/§6's
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//! original "8 families". Remaining flat *land* zones (AlluvialPlain, Wetland — a marsh,
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//! not open water) still map to `AlluvialPlain` per D-239 §5.
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//!
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//! ## D-010 compliance
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//!
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@@ -269,6 +270,10 @@ enum MorphologyFamily {
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MeanderReach,
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/// Alluvial plain — the D-239 §5 fallback family (T-1028).
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AlluvialPlain,
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/// Water body — ocean / lake / tidal flat (T-1082). Renders Deep/Shallow water +
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/// seabed substrate where the zones used to fall through to dry AlluvialPlain land.
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/// The 9th family (amends D-239 §5/§6's "8 families").
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WaterBody,
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}
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/// Map a `MorphologyZone` to the 8-family `MorphologyFamily` dispatch key.
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@@ -293,13 +298,14 @@ fn zone_to_family(zone: &MorphologyZone) -> MorphologyFamily {
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MorphologyFamily::IncisedGorge
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}
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MorphologyZone::MeanderReach | MorphologyZone::RiverBank => MorphologyFamily::MeanderReach,
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// AlluvialPlain fallback covers the flat/water zones without a dedicated
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// family: AlluvialPlain, OpenOcean, Lake, TidalFlat, Wetland (D-239 §5).
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MorphologyZone::AlluvialPlain
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| MorphologyZone::OpenOcean
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| MorphologyZone::Lake
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| MorphologyZone::TidalFlat
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| MorphologyZone::Wetland => MorphologyFamily::AlluvialPlain,
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// Water bodies get the dedicated WaterBody family (T-1082): they render
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// Deep/Shallow water + seabed, not the dry AlluvialPlain land they used to.
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MorphologyZone::OpenOcean | MorphologyZone::Lake | MorphologyZone::TidalFlat => {
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MorphologyFamily::WaterBody
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}
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// AlluvialPlain fallback covers the remaining flat *land* zones: AlluvialPlain
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// and Wetland (a marsh — saturated land, not open water; D-239 §8 Wetland law).
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MorphologyZone::AlluvialPlain | MorphologyZone::Wetland => MorphologyFamily::AlluvialPlain,
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}
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}
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@@ -416,6 +422,9 @@ pub fn derive_voxel_column(
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MorphologyFamily::MeanderReach => {
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generate_meander_reach(district_eff, chunk, voxel_pos, sub_chunk_seed)
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}
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MorphologyFamily::WaterBody => {
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generate_water_body(district_eff, chunk, voxel_pos, sub_chunk_seed)
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}
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};
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// ── 4. Seasonal cover overlay (D-239 §3, T-1030) ──────────────────────
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@@ -528,6 +537,78 @@ fn generate_alluvial_plain(
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}
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}
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// ---------------------------------------------------------------------------
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// WaterBody generator (T-1082, D-239 §5 amended — the 9th family)
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// ---------------------------------------------------------------------------
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/// WaterBody voxel generator — ocean / lake / tidal flat (T-1082).
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///
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/// Renders the predominantly-submerged zones the AlluvialPlain fallback used to paint
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/// as dry forested land (the D-245 / T-1082 bug: `water=Dry` + `Forest` on the sea):
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/// - `Water::Deep` open water with a `Water::Shallow` shoal band straddling the
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/// district-anchored coast line (`chunk.coast_anchor_m`, T-1041) — one continuous
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/// shallows per district, wider for shallower (higher-`elev_q`) bodies. TidalFlat
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/// is all `Shallow` (an intertidal flat).
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/// - Seabed `TerrainMaterial`: `Wetland` (tidal mud), else `Rock` on steep districts
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/// / `Sand` on gentle ones (D-239 §8 — rock faces where steep, sandy floor where not).
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/// - `Vegetation::Barren` — nothing grows in open water.
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/// - Water surface at `elevation_m = 0` (the sea-level convention the coastal families
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/// already use, D-239 §8 "mouths at sea level"; the raw heightmap `sea_level` float
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/// does not reach this tier). Depth is carried by the `Water` axis, not `elevation_m`.
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///
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/// Seasonal `cover` (Ice on cold bodies — frozen seas/lakes) is applied centrally by
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/// `derive_cover` in [`derive_voxel_column`]. Integer arithmetic only (D-010); the only
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/// f64 is the upstream domain warp.
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fn generate_water_body(
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district: &DistrictProfile,
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chunk: &ChunkContext,
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voxel_pos: VoxelPos,
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sub_chunk_seed: u64,
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) -> VoxelColumn {
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let is_tidal = matches!(district.morphology_zone, MorphologyZone::TidalFlat);
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// Seabed substrate: tidal mud, else rocky on steep districts / sandy on gentle.
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let terrain = if is_tidal {
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TerrainMaterial::Wetland
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} else if district.slope_q >= 18 {
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TerrainMaterial::Rock
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} else {
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TerrainMaterial::Sand
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};
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// Depth: TidalFlat is all Shallow; ocean/lake get a Shallow shoal band on the
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// district-anchored coast line (along-axis ∥ basin, T-1041), Deep beyond.
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let water = if is_tidal {
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Water::Shallow
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} else {
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let along = match chunk.basin_direction {
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crate::atlas::chunk_context::BasinDirection::North
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| crate::atlas::chunk_context::BasinDirection::South => voxel_pos.1,
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crate::atlas::chunk_context::BasinDirection::East
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| crate::atlas::chunk_context::BasinDirection::West => voxel_pos.0,
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};
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let coast_d = (along - chunk.coast_anchor_m).abs();
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// Shoal half-width: wider for shallower (higher elev_q) bodies, with a little
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// sub-chunk jaggedness so the shallows edge is not a straight line.
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let band_noise = (sub_chunk_seed & 0x7) as i32 - 3; // [−3, +4]
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let shallow_band = (8 + district.elev_q / 4 + band_noise).max(2);
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if coast_d <= shallow_band {
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Water::Shallow
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} else {
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Water::Deep
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}
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};
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VoxelColumn {
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terrain,
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floor: FloorMaterial::None,
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vegetation: Vegetation::Barren,
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water,
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elevation_m: 0, // water surface = sea level
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cover: SeasonalCover::None, // set by derive_cover in derive_voxel_column
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}
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}
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// ---------------------------------------------------------------------------
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// LavaField generator (T-1029, D-239 §5 / §8 Lava law)
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// ---------------------------------------------------------------------------
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@@ -2062,6 +2143,98 @@ mod tests {
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derive_chunk_context(42, "GJ1c", district, (10, 20), None)
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}
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fn water_district(zone: MorphologyZone, slope_q: i32) -> DistrictProfile {
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DistrictProfile {
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morphology_zone: zone,
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tectonic_class: TectonicClass::Stable,
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glaciation_grade: GlaciationGrade::None,
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precipitation_class: PrecipitationClass::Temperate,
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slope_q,
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elev_q: 5,
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ocean_fraction_q: 90,
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river_threshold: 200,
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temperature_c: Some(10.0),
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moisture_q: 80,
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vegetation_class: VegetationClass::Forest,
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basin_direction: BasinDirection::South,
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}
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}
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// ── WaterBody family (T-1082) ────────────────────────────────────────────
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#[test]
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fn water_body_open_ocean_is_wet_and_barren() {
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// T-1082: OpenOcean used to render as dry forested AlluvialPlain land. It must
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// now render wet (Deep/Shallow), Barren, on a sandy/rocky seabed at sea level.
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let district = water_district(MorphologyZone::OpenOcean, 3);
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let chunk = derive_chunk_context(42, "ocean", &district, (5, 5), None);
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let mut saw_deep = false;
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for sx in (0..64).step_by(4) {
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for sy in (0..64).step_by(4) {
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let col =
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derive_voxel_column(42, "ocean", &district, &chunk, 5 * 64 + sx, 5 * 64 + sy);
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assert_ne!(col.water, Water::Dry, "open ocean must not render dry");
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assert_eq!(
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col.vegetation,
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Vegetation::Barren,
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"no vegetation in open water"
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);
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assert!(matches!(
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col.terrain,
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TerrainMaterial::Sand | TerrainMaterial::Rock
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));
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assert_eq!(col.elevation_m, 0, "water surface at sea level");
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if col.water == Water::Deep {
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saw_deep = true;
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}
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}
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}
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assert!(
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saw_deep,
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"open ocean should have deep water away from the shoal"
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);
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}
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#[test]
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fn water_body_tidal_flat_is_shallow_wetland() {
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let district = water_district(MorphologyZone::TidalFlat, 2);
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let chunk = derive_chunk_context(7, "tf", &district, (3, 3), None);
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for sx in (0..64).step_by(8) {
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for sy in (0..64).step_by(8) {
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let col = derive_voxel_column(7, "tf", &district, &chunk, 3 * 64 + sx, 3 * 64 + sy);
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assert_eq!(
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col.water,
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Water::Shallow,
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"tidal flat is intertidal (Shallow)"
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);
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assert_eq!(col.terrain, TerrainMaterial::Wetland, "tidal flat = mud");
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assert_eq!(col.vegetation, Vegetation::Barren);
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}
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}
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}
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#[test]
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fn water_body_steep_district_has_rock_seabed() {
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let district = water_district(MorphologyZone::OpenOcean, 40);
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let chunk = derive_chunk_context(1, "rock", &district, (2, 2), None);
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let col = derive_voxel_column(1, "rock", &district, &chunk, 2 * 64 + 10, 2 * 64 + 10);
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assert_eq!(
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col.terrain,
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TerrainMaterial::Rock,
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"steep water district → rocky seabed"
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);
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assert_ne!(col.water, Water::Dry);
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}
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#[test]
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fn water_body_is_deterministic() {
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let district = water_district(MorphologyZone::Lake, 10);
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let chunk = derive_chunk_context(99, "lake", &district, (4, 4), None);
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let a = derive_voxel_column(99, "lake", &district, &chunk, 4 * 64 + 20, 4 * 64 + 30);
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let b = derive_voxel_column(99, "lake", &district, &chunk, 4 * 64 + 20, 4 * 64 + 30);
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assert_eq!(a, b);
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}
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// -----------------------------------------------------------------------
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// TerrainMaterial discriminant pins
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// -----------------------------------------------------------------------
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Reference in New Issue
Block a user