Lakes fill only to their lower rim and keep clear of spawn and the dock (t96)

The lake lip was Math.min(surfY), the highest ground (y grows downward), so water was poured
above the lower rim and, once levelled, ran up to the trade dock on 4 of 12 seeds. The lip is
now the lower rim edge minus one, and each lake stays 80 grains from spawn. Seed hashes and
the shallow-ore hash re-baselined (changes only under lake basins); golden fixtures also
freeze surfY/dirtY/AMB from the previous generator.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
2026-10-29 19:45:51 -04:00
co-authored by Claude Opus 5.5
parent ae78756fa2
commit 80668a4baf
10 changed files with 41 additions and 13 deletions
+8
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@@ -599,6 +599,14 @@ above, including:
existing foundation first so it cannot erase newly levelled water. Keep the pinned settling
values, startup water wakes, and round-1 wet/water-connected-bank tree filtering. Existing
load wakes and later snowmelt/flooding rules stay as they are.
- **Lakes fill only to their lower rim and keep clear of spawn (t96 round 3, 2026-10-29).**
The generator took the basin's `lip` as `Math.min(surfY)`, the highest ground (y grows
downward), so water was poured above the lower rim and ran out toward low ground; once
levelled it reached the trade dock on 4 of 12 seeds. The owner chose option 2: the lip is
now the lower of the two rim edges, minus one, so a lake is filled to just under that rim,
and each lake's half-width is capped so its edge stays 80 grains from spawn (and the dock).
Lakes are smaller and lower: about 180-250 grains wide instead of 250-330, 5-15 grains
lower. The random draws keep their order.
## Ideas not built yet
+2 -1
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@@ -124,7 +124,8 @@ screenshots go to `shots/t72-{retrace,escape,open}.png`.
joins 2, sky 12/2, lamp 12, magma 12): the old noise had seams in the references too.
The remaining crops are frozen pre-removal legacy images. The compressed
`golden-world-640x*.json.gz` fixtures retain the Phase 2 world bytes that produced them,
isolating renderer checks from worldgen RNG changes. Inspect the matching
isolating renderer checks from worldgen RNG changes; t96 round 3 added the old `surfY`, `dirtY` and `AMB`
columns too, because the renderer reads them and lake generation changed them. Inspect the matching
`shots/golden-*.png` after visible changes.
- `test/t_gpu.py` checks default limits (four storage textures per stage), dirty-upload
readback after 240 busy ticks with scrolling and both looks, exact dirty/full image equality,
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@@ -4,6 +4,18 @@ What agents have done, newest first. Add an entry for every piece of work: the d
note or request it was for, what changed, the files touched, the tests run, and anything left
open or not verified. Keep each entry short; the git history has the details.
## 2026-10-29: t96 round 3, lakes fill to their lower rim (Claude)
- Owner chose option 2. src/sim/worldgen.js: lake `lip` is the lower rim edge minus one (was
the highest ground in the basin), and lake half-width is capped to keep 80 grains from spawn
and the dock. Same random draws. Lakes are smaller and stay off the dock (seeds 5/6/7/42 used to
reach it).
- Tests: t_lakes.js adds seeds 5 and 6 and a dock-clearance check (fails on the old generator for
7/42/5/6); hashes re-baselined in t_lakes.js, t_corner_seal.js and t_world.js (shallow ore:
414 of 28,291 cells changed, all under the two new lake basins). t_lakes.py width threshold
300 -> 150. Golden fixtures now also freeze surfY/dirtY/AMB from the previous generator.
- Full `run_all.py --browser`: see the commit; t_smooth.py is the known flake (t99).
## 2026-10-29: t96 round 2 — level lakes during generation (Codex)
- Level 50+ grain water bodies with typed-array flood fills, exact volume and centered partial