Tooling
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// Package region cuts a planet into the pieces the geology solve runs on.
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//
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// Docs/Terrain-Next.md 3.3 says the fluvial solve cannot be tiled, and that is right: drainage area is an
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// integral over the whole upstream catchment and the priority-flood needs global connectivity, so a river
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// crossing a tile boundary would need the next tile's catchment to know how big it is.
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//
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// It can be decomposed per landmass, though, and that is a different statement. Ocean cells are held fixed
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// at sea level for the entire solve - fluvial.ComputeReceivers makes every outlet its own receiver, so a
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// receiver chain starting on land terminates the moment it steps into water, and StreamPower, both
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// diffusions, the repose clamp and thermal all skip a fixed cell. No flow path crosses open water, and every
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// basin is contained in one eight-connected land component. So solving a landmass in a box of its own is not
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// an approximation of solving the planet whole: on land it is the same answer.
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//
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// What that buys is memory. The whole planet at once is a fluvial.Grid of about 35 bytes a cell plus the
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// dozen full-size fields uplift builds, which at 78 million cells is several gigabytes before anything has
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// been eroded. Landmasses plus a thin margin are a fraction of that area and are solved one at a time.
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//
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// What it costs is that the decomposition becomes part of the world's identity: the priority-flood's epsilon
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// ladder across a flat depends on the flood's traversal order, which depends on the box it is flooding. The
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// seed alone no longer names a world - the seed and the margin do - so the margin lives in the manifest and
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// is recorded in meta.json.
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//
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// Note what is NOT decomposed. The coastal pass runs once on the whole cylinder, because it is cheap (tens
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// of nanoseconds a cell, against tens of nanoseconds a cell *per step* for the solve) and because cutting it
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// up would truncate the fetch across every strait, split the sediment budget whose conservation is the one
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// thing in that pass not derived from something already measured, and leave the shoreline length and the
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// exposure percentiles as statistics that do not pool. Decompose the solve, not the map.
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package region
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import (
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"fmt"
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"salty/terrain/internal/dt"
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"salty/terrain/internal/template"
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"salty/terrain/internal/world"
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)
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// Region is one piece of the planet: a landmass, or a cluster of landmasses close enough that they shelter
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// each other, plus a margin of ocean on every side.
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type Region struct {
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ID int
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Frame world.Frame
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LandCells int // painted land cells this region owns
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SetCells int // cells in the dilated set, which the frame is the bounding box of
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Seam bool // the frame straddles x = 0
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}
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// Cells is the size of the grid the solve will run on, margin included.
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func (r Region) Cells() int { return r.Frame.Cells() }
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// Partition is a planet cut into regions, and the map from planet cell to owning region.
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type Partition struct {
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P world.Planet
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MarginCells int
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// Owner is the region id for every planet cell, or -1 for water that belongs to no region. A cell
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// inside one region's frame may be owned by another region or by nobody, which is what keeps two
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// regions from both solving the same island.
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Owner []int32
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Regions []Region
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// Dropped counts the specks: components with less painted land than the minimum, returned to the sea.
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DroppedRegions, DroppedCells int
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}
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// Build partitions a classified planet.
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//
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// The land mask is dilated by the margin with one exact distance transform, and the connected components of
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// the dilated mask are the regions. That is the whole rule, and it is deliberately not a bounding-box
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// overlap test: dilated boxes are transitively closed and one long thin landmass has an enormous box, so on
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// a real template box clustering collapses most of the map into a single region. Dilating the mask itself
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// groups exactly those landmasses that come within a margin of each other.
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//
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// The bounding box of a dilated component is the region's frame, and its edges are ocean by construction: a
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// land cell dilates to reach margin cells further out, so the outermost column and row of the dilated set
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// are at least margin cells from any land in that component. That is the invariant TestBorderIsAlwaysOcean
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// asserts about the square canvas, and the solve depends on it - a border cell is an outlet, and land
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// sitting on one would freeze at its initial relief while the interior eroded out from under it.
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func Build(m *template.Map, marginCells, minLandCells int) (*Partition, error) {
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p := m.P
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n := p.W * p.H
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if marginCells < 1 {
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return nil, fmt.Errorf("margin is %d cells; a region needs at least one ring of ocean", marginCells)
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}
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if p.PadY < marginCells {
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return nil, fmt.Errorf("the polar pad is %d rows against a %d cell margin; a cap touching the top "+
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"of the painted map would not get a full margin of ocean", p.PadY, marginCells)
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}
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part := &Partition{P: p, MarginCells: marginCells, Owner: minusOne(n)}
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land := make([]bool, n)
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anyLand := false
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for i := range m.Sea {
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land[i] = !m.Sea[i]
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anyLand = anyLand || land[i]
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}
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if !anyLand {
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return part, nil
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}
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near := dilate(land, p, marginCells)
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comp := make([]int32, n)
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for i := range comp {
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comp[i] = -1
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}
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var regionOfComp []int32 // one entry per component: the region index, or -1 when it was dropped
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var stack []int32
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cols := make([]bool, p.W)
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for start := 0; start < n; start++ {
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if !near[start] || comp[start] >= 0 {
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continue
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}
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id := int32(len(regionOfComp))
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regionOfComp = append(regionOfComp, -1)
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comp[start] = id
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stack = append(stack[:0], int32(start))
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for i := range cols {
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cols[i] = false
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}
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minY, maxY := p.H, -1
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setCells, landCells := 0, 0
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for len(stack) > 0 {
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c := stack[len(stack)-1]
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stack = stack[:len(stack)-1]
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cx, cy := int(c)%p.W, int(c)/p.W
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setCells++
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cols[cx] = true
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if cy < minY {
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minY = cy
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}
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if cy > maxY {
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maxY = cy
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}
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if land[c] {
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landCells++
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}
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for dy := -1; dy <= 1; dy++ {
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ny := cy + dy
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if ny < 0 || ny >= p.H {
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continue
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}
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base := ny * p.W
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for dx := -1; dx <= 1; dx++ {
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if dx == 0 && dy == 0 {
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continue
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}
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ni := int32(base + p.WrapX(cx+dx))
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if near[ni] && comp[ni] < 0 {
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comp[ni] = id
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stack = append(stack, ni)
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}
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}
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}
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}
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if landCells < minLandCells {
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// A speck: a stray paint pixel, or a lone cell the classifier left behind. Solving it would
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// spend a whole region on a rock, so it goes back to the sea and is counted.
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part.DroppedRegions++
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part.DroppedCells += landCells
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continue
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}
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x0, width := span(cols, p.W)
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if width >= p.W {
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return nil, fmt.Errorf("a landmass reaches all the way round the planet: %d of %d columns once "+
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"the %d cell margin is added. It cannot be flattened into a rectangle with ocean on both "+
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"sides, and the solve needs that, because a grid edge is an outlet. Break it with a strait, "+
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"or reduce the margin", width, p.W, marginCells)
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}
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regionOfComp[id] = int32(len(part.Regions))
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part.Regions = append(part.Regions, Region{
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ID: len(part.Regions),
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Frame: world.Frame{P: p, X0: x0, Y0: minY, W: width, H: maxY - minY + 1},
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LandCells: landCells,
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SetCells: setCells,
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Seam: x0+width > p.W,
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})
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}
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for i, c := range comp {
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if c >= 0 {
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part.Owner[i] = regionOfComp[c]
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}
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}
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return part, nil
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}
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// dilate marks every cell within margin cells of a seed, on the cylinder.
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func dilate(seed []bool, p world.Planet, margin int) []bool {
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d2 := dt.Distance2(seed, p.W, p.H, true)
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reach := float32(margin * margin)
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out := make([]bool, len(d2))
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for i, d := range d2 {
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out[i] = d <= reach
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}
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return out
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}
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// Cut is the region's own view of the world: the class raster and the land mask for its frame, with every
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// cell belonging to another region - or to no region - forced to sea.
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//
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// Forcing them is right rather than convenient. A neighbouring island inside this frame is a separate
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// landmass with its own basins, and no flow path connects the two, so leaving it as land would solve it
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// twice and let its relief leak into this region's statistics. As water it is exactly what it is to this
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// region's rivers: base level.
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func (p *Partition) Cut(m *template.Map, r Region) (class []uint8, land []bool) {
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sea := uint8(0)
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if i := m.L.FirstSea(); i >= 0 {
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sea = uint8(i)
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}
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class = make([]uint8, r.Frame.Cells())
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land = make([]bool, r.Frame.Cells())
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for y := 0; y < r.Frame.H; y++ {
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for x := 0; x < r.Frame.W; x++ {
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pi := r.Frame.PlanetIdx(x, y)
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o := y*r.Frame.W + x
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mine := p.Owner[pi] == int32(r.ID)
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if mine && !m.Sea[pi] {
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class[o] = m.Class[pi]
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land[o] = true
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continue
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}
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if m.Sea[pi] {
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class[o] = m.Class[pi] // keep the painted water class: its depth is read later
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} else {
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class[o] = sea // somebody else's land, which to this region is open water
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}
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}
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}
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return class, land
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}
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// Composite writes a region's solved land back into the planet raster.
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//
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// Only cells the region owns and that are painted land are written. Everything else in the frame is water,
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// and the sea floor is the planetary coastal pass's to lay afterwards - a region must not write it, or two
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// overlapping frames would disagree about the same stretch of shelf.
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func (p *Partition) Composite(dst []float32, m *template.Map, r Region, src []float32) int {
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written := 0
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for y := 0; y < r.Frame.H; y++ {
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for x := 0; x < r.Frame.W; x++ {
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pi := r.Frame.PlanetIdx(x, y)
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if p.Owner[pi] != int32(r.ID) || m.Sea[pi] {
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continue
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}
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dst[pi] = src[y*r.Frame.W+x]
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written++
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}
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}
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return written
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}
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// span finds the shortest run of columns covering every occupied one, going round the cylinder. The largest
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// gap decides: the run starts just after it.
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func span(cols []bool, w int) (x0, width int) {
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occupied := make([]int, 0, w)
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for x, on := range cols {
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if on {
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occupied = append(occupied, x)
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}
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}
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if len(occupied) == 0 {
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return 0, 0
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}
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if len(occupied) == w {
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return 0, w
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}
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bestGap, bestAt := -1, 0
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for i := range occupied {
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var gap int
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if i == len(occupied)-1 {
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gap = occupied[0] + w - occupied[i]
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} else {
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gap = occupied[i+1] - occupied[i]
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}
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if gap > bestGap {
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bestGap, bestAt = gap, (i+1)%len(occupied)
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}
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}
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return occupied[bestAt], w - bestGap + 1
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}
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func minusOne(n int) []int32 {
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out := make([]int32, n)
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for i := range out {
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out[i] = -1
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}
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return out
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}
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