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// World synthesis: prompt -> region plan -> semantic layout -> composite height field.
//
// This is an independent implementation of the terrain foundation described in
// "WorldClaw: Agentic 3D Open-world Generation at Scale" (arXiv 2608.05248).
// No Tencent code or model weights are used โ€” that repository publishes neither.
// The structure it describes and that we follow here:
//   H(x) = sum_r  m_r(x) * [ h_r + sum_k w_rk N_rk(x) + sum_j a_rj G_rj(x) ]
// i.e. per-region base elevation, per-region noise bands, and per-region geomorphic
// operators, combined through smoothed region masks so borders blend rather than step.

import { erode, fillDepressions, drainage, hydrology, moisture } from './hydro.js';

export const GRID = 256;          // height field resolution (65k terrain samples)
export const WORLD = 1000;        // one-kilometre world extent in metres
const VERTICAL_SCALE = 2.2;       // keep kilometre-scale relief visually meaningful

// ---------------------------------------------------------------- rng + noise --
export function makeRng(seed) {
    let s = seed >>> 0 || 1;
    return function rng() {
        s ^= s << 13; s >>>= 0;
        s ^= s >> 17;
        s ^= s << 5; s >>>= 0;
        return s / 4294967296;
    };
}

function makeValueNoise(rng) {
    const size = 256;
    const perm = new Uint8Array(size * 2);
    const base = new Uint8Array(size);
    for (let i = 0; i < size; i++) base[i] = i;
    for (let i = size - 1; i > 0; i--) {
        const j = Math.floor(rng() * (i + 1));
        [base[i], base[j]] = [base[j], base[i]];
    }
    for (let i = 0; i < size * 2; i++) perm[i] = base[i & 255];
    const grad = new Float32Array(size * 2);
    for (let i = 0; i < size * 2; i++) grad[i] = rng() * 2 - 1;

    const fade = t => t * t * t * (t * (t * 6 - 15) + 10);
    const lerp = (a, b, t) => a + (b - a) * t;

    return function noise2(x, y) {
        const xi = Math.floor(x) & 255, yi = Math.floor(y) & 255;
        const xf = x - Math.floor(x), yf = y - Math.floor(y);
        const u = fade(xf), v = fade(yf);
        const aa = grad[perm[perm[xi] + yi]];
        const ab = grad[perm[perm[xi] + yi + 1]];
        const ba = grad[perm[perm[xi + 1] + yi]];
        const bb = grad[perm[perm[xi + 1] + yi + 1]];
        return lerp(lerp(aa, ba, u), lerp(ab, bb, u), v);
    };
}

function fbm(noise, x, y, octaves, lacunarity = 2.0, gain = 0.5) {
    let sum = 0, amp = 1, freq = 1, norm = 0;
    for (let o = 0; o < octaves; o++) {
        sum += amp * noise(x * freq, y * freq);
        norm += amp;
        amp *= gain;
        freq *= lacunarity;
    }
    return sum / norm;
}

// ------------------------------------------------------------------- biomes ----
// Each biome is one row of the height formula: a base elevation, a noise band, and
// a geomorphic operator. Colours are the semantic layout map's encoding as well as
// the terrain tint, so the map and the mesh cannot drift apart.
export const BIOMES = {
    ocean:    { label: 'Ocean',      color: '#1d4e6b', base: -13, amp: 1.2,  freq: 1.4, op: 'flat',    rough: 0.1, props: [] },
    lake:     { label: 'Lake',       color: '#2a6b8a', base: -6,  amp: 0.8,  freq: 1.6, op: 'flat',    rough: 0.1, props: [] },
    beach:    { label: 'Beach',      color: '#d9c89a', base: 0.6, amp: 1.0,  freq: 2.2, op: 'flat',    rough: 0.2, props: ['palm', 'rock'] },
    plains:   { label: 'Plains',     color: '#7d9455', base: 4,   amp: 3.0,  freq: 1.8, op: 'none',    rough: 0.4, props: ['tree', 'shrub', 'rock'] },
    meadow:   { label: 'Meadow',     color: '#94a95c', base: 5,   amp: 4.0,  freq: 2.4, op: 'none',    rough: 0.4, props: ['shrub', 'tree'] },
    savanna:  { label: 'Savanna',    color: '#a89a5a', base: 5,   amp: 3.5,  freq: 1.6, op: 'none',    rough: 0.4, props: ['acacia', 'rock'] },
    forest:   { label: 'Forest',     color: '#3f6b3a', base: 7,   amp: 6.0,  freq: 2.2, op: 'none',    rough: 0.6, props: ['pine', 'tree', 'rock'] },
    jungle:   { label: 'Jungle',     color: '#2f6b39', base: 6,   amp: 7.0,  freq: 2.8, op: 'none',    rough: 0.7, props: ['palm', 'tree', 'shrub'] },
    swamp:    { label: 'Swamp',      color: '#4a5c3a', base: 1.2, amp: 1.6,  freq: 2.6, op: 'flat',    rough: 0.3, props: ['tree', 'shrub'] },
    desert:   { label: 'Desert',     color: '#c9a86a', base: 4,   amp: 5.0,  freq: 1.5, op: 'dune',    rough: 0.3, props: ['cactus', 'rock'] },
    badlands: { label: 'Badlands',   color: '#a8734a', base: 9,   amp: 12.0, freq: 1.9, op: 'terrace', rough: 0.8, props: ['rock', 'cactus'] },
    canyon:   { label: 'Canyon',     color: '#9c5f42', base: 12,  amp: 16.0, freq: 1.2, op: 'erosion', rough: 1.0, props: ['rock'] },
    mesa:     { label: 'Mesa',       color: '#b07048', base: 14,  amp: 10.0, freq: 1.0, op: 'terrace', rough: 0.7, props: ['rock', 'cactus'] },
    hills:    { label: 'Hills',      color: '#6f8a4e', base: 10,  amp: 9.0,  freq: 1.6, op: 'none',    rough: 0.5, props: ['tree', 'shrub', 'rock'] },
    mountain: { label: 'Mountains',  color: '#7c7a72', base: 20,  amp: 26.0, freq: 1.1, op: 'peak',    rough: 1.0, props: ['pine', 'rock'] },
    alpine:   { label: 'Alpine',     color: '#8c8d8a', base: 26,  amp: 24.0, freq: 1.3, op: 'peak',    rough: 1.0, props: ['pine', 'rock'] },
    snow:     { label: 'Snowfield',  color: '#dfe6ea', base: 30,  amp: 16.0, freq: 1.2, op: 'peak',    rough: 0.8, props: ['rock'] },
    tundra:   { label: 'Tundra',     color: '#9aa89c', base: 6,   amp: 4.0,  freq: 1.8, op: 'none',    rough: 0.4, props: ['rock', 'shrub'] },
    volcano:  { label: 'Volcano',    color: '#4a3f3d', base: 22,  amp: 30.0, freq: 1.0, op: 'cone',    rough: 1.0, props: ['rock'] },
    crater:   { label: 'Crater',     color: '#6b665f', base: 8,   amp: 14.0, freq: 1.4, op: 'crater',  rough: 0.9, props: ['rock'] },
};

// Keyword -> biome. Longer phrases are matched first so "snow mountain" does not
// collapse to "snow" alone.
const KEYWORDS = [
    [['ocean', 'sea', 'coastline', '๋ฐ”๋‹ค', 'ํ•ด์•ˆ'], ['ocean', 'beach']],
    [['island', '์„ฌ'], ['ocean', 'beach', 'jungle', 'mountain']],
    [['lake', 'pond', 'ํ˜ธ์ˆ˜'], ['lake', 'meadow']],
    [['river', 'valley', '๊ณ„๊ณก', '๊ฐ•'], ['canyon', 'hills', 'forest']],
    [['beach', 'shore', 'ํ•ด๋ณ€'], ['beach', 'ocean']],
    [['canyon', 'gorge', 'ํ˜‘๊ณก'], ['canyon', 'mesa', 'desert']],
    [['mesa', 'butte'], ['mesa', 'desert']],
    [['badland', 'wasteland', 'ํ™ฉ๋ฌด์ง€'], ['badlands', 'desert']],
    [['desert', 'dune', 'sand', '์‚ฌ๋ง‰'], ['desert', 'badlands']],
    [['oasis', '์˜ค์•„์‹œ์Šค'], ['desert', 'lake']],
    [['volcano', 'lava', 'ํ™”์‚ฐ'], ['volcano', 'badlands']],
    [['crater', 'moon', 'lunar', '๋ถ„ํ™”๊ตฌ'], ['crater', 'tundra']],
    [['jungle', 'rainforest', '์ •๊ธ€'], ['jungle', 'hills']],
    [['forest', 'wood', 'pine', 'taiga', '์ˆฒ'], ['forest', 'hills']],
    [['swamp', 'marsh', 'bog', '๋Šช'], ['swamp', 'forest']],
    [['savanna', 'safari'], ['savanna', 'plains']],
    [['tundra', 'arctic', 'frozen', 'ํˆฐ๋“œ๋ผ'], ['tundra', 'snow']],
    [['glacier', 'snow', 'ice', '์„ค์›', '๋น™ํ•˜'], ['snow', 'alpine']],
    [['alpine', 'alps'], ['alpine', 'snow', 'forest']],
    [['mountain', 'peak', 'ridge', '์‚ฐ'], ['mountain', 'hills']],
    [['hill', 'highland', '์–ธ๋•'], ['hills', 'meadow']],
    [['meadow', 'grass', 'field', 'prairie', '์ดˆ์›'], ['meadow', 'plains']],
    [['plain', 'steppe', 'ํ‰์›'], ['plains', 'hills']],
];

export function planRegions(prompt, rng) {
    const text = (prompt || '').toLowerCase();

    // Rank by where the word appears in the prompt, not by dictionary order: in
    // "a snowy alpine range above a pine forest and a lake" the subject is the range,
    // and coverage below is derived from this ranking.
    const hits = [];
    for (const [words, biomes] of KEYWORDS) {
        let at = Infinity;
        for (const w of words) {
            const i = text.indexOf(w);
            if (i >= 0) at = Math.min(at, i);
        }
        if (at < Infinity) hits.push({ at, biomes });
    }
    hits.sort((a, b) => a.at - b.at);

    const picked = [];
    for (const h of hits) {
        for (const b of h.biomes) if (BIOMES[b] && !picked.includes(b)) picked.push(b);
    }
    if (picked.length === 0) picked.push('meadow', 'forest', 'hills', 'mountain');
    if (picked.length === 1) {
        const companions = { ocean: 'beach', desert: 'mesa', snow: 'alpine', jungle: 'hills' };
        picked.push(companions[picked[0]] || 'plains');
    }
    const regions = picked.slice(0, 5);

    // Coverage: earlier keywords weigh more, so the leading noun dominates the map.
    const weights = regions.map((_, i) => 1 / (1 + i * 0.55));
    const total = weights.reduce((a, b) => a + b, 0);
    return regions.map((key, i) => ({
        key,
        ...BIOMES[key],
        coverage: weights[i] / total,
        seeds: Math.max(1, Math.round(weights[i] / total * 9)),
        jitter: rng(),
    }));
}

// -------------------------------------------------------- semantic layout map --
// Region ownership by warped Voronoi: the domain warp is what keeps borders from
// looking like a polygon diagram.
function buildLayout(regions, rng, noise) {
    const seeds = [];
    regions.forEach((r, ri) => {
        for (let s = 0; s < r.seeds; s++) {
            seeds.push({ ri, x: rng() * GRID, y: rng() * GRID });
        }
    });

    const owner = new Int16Array(GRID * GRID);
    for (let y = 0; y < GRID; y++) {
        for (let x = 0; x < GRID; x++) {
            const wx = x + fbm(noise, x * 0.018, y * 0.018, 3) * 26;
            const wy = y + fbm(noise, x * 0.018 + 40, y * 0.018 + 40, 3) * 26;
            let best = 0, bestD = Infinity;
            for (const s of seeds) {
                const d = (s.x - wx) ** 2 + (s.y - wy) ** 2;
                if (d < bestD) { bestD = d; best = s.ri; }
            }
            owner[y * GRID + x] = best;
        }
    }
    return owner;
}

// Soft masks: one blurred 0..1 field per region, renormalised so they sum to 1.
function buildMasks(owner, count, passes = 3) {
    const masks = [];
    for (let r = 0; r < count; r++) {
        const m = new Float32Array(GRID * GRID);
        for (let i = 0; i < m.length; i++) m[i] = owner[i] === r ? 1 : 0;
        masks.push(m);
    }
    const tmp = new Float32Array(GRID * GRID);
    for (const m of masks) {
        for (let p = 0; p < passes; p++) {
            for (let y = 0; y < GRID; y++) {
                for (let x = 0; x < GRID; x++) {
                    let sum = 0, n = 0;
                    for (let dy = -2; dy <= 2; dy++) {
                        const yy = y + dy;
                        if (yy < 0 || yy >= GRID) continue;
                        for (let dx = -2; dx <= 2; dx++) {
                            const xx = x + dx;
                            if (xx < 0 || xx >= GRID) continue;
                            sum += m[yy * GRID + xx]; n++;
                        }
                    }
                    tmp[y * GRID + x] = sum / n;
                }
            }
            m.set(tmp);
        }
    }
    for (let i = 0; i < GRID * GRID; i++) {
        let sum = 0;
        for (const m of masks) sum += m[i];
        if (sum > 1e-6) for (const m of masks) m[i] /= sum;
        else masks[0][i] = 1;
    }
    return masks;
}

// -------------------------------------------------------- geomorphic operators --
function operator(kind, x, y, cx, cy, noise, phase) {
    const nx = (x - cx) / GRID * 2, ny = (y - cy) / GRID * 2;
    const d = Math.sqrt(nx * nx + ny * ny);
    switch (kind) {
        case 'peak':                                    // ridged mass falling off outward
            return Math.max(0, 1 - d * 1.15) ** 1.6 * (0.55 + 0.45 * Math.abs(fbm(noise, x * 0.02, y * 0.02, 4)));
        case 'cone':                                    // volcano: cone with a summit vent
            return Math.max(0, 1 - d * 1.3) ** 1.2 - Math.max(0, 1 - d * 7) ** 2 * 0.55;
        case 'crater':                                  // rim up, floor down
            return Math.max(0, 1 - Math.abs(d * 3.2 - 1) * 2.2) * 0.9 - Math.max(0, 1 - d * 3.2) ** 2 * 0.7;
        case 'dune':                                    // travelling ridges
            return Math.sin((x * 0.16 + y * 0.07) + phase * 6.28 + fbm(noise, x * 0.02, y * 0.02, 2) * 2.2) * 0.5;
        case 'terrace':                                 // stepped plateaus
            return Math.round(fbm(noise, x * 0.012, y * 0.012, 3) * 3.2) / 3.2;
        case 'erosion': {                               // incised channels
            const v = Math.abs(fbm(noise, x * 0.014 + phase * 10, y * 0.014, 4));
            return -((1 - v) ** 2) * 1.3;   // parens required: `-x ** 2` is a syntax error
        }
        case 'flat':
            return 0;
        default:
            return 0;
    }
}

// ------------------------------------------------------------------ synthesis --
export function synthesize(prompt, seed) {
    const rng = makeRng(seed);
    const noise = makeValueNoise(rng);
    const regions = planRegions(prompt, rng);
    const owner = buildLayout(regions, rng, noise);
    const masks = buildMasks(owner, regions.length);

    // Region centroids feed the radial operators (peak, cone, crater).
    const cent = regions.map(() => ({ x: 0, y: 0, n: 0 }));
    for (let y = 0; y < GRID; y++) {
        for (let x = 0; x < GRID; x++) {
            const c = cent[owner[y * GRID + x]];
            c.x += x; c.y += y; c.n++;
        }
    }
    cent.forEach(c => { if (c.n) { c.x /= c.n; c.y /= c.n; } });

    const height = new Float32Array(GRID * GRID);
    for (let y = 0; y < GRID; y++) {
        for (let x = 0; x < GRID; x++) {
            const i = y * GRID + x;
            let h = 0;
            for (let r = 0; r < regions.length; r++) {
                const m = masks[r][i];
                if (m < 0.002) continue;
                const reg = regions[r];
                const bands =
                    fbm(noise, x * 0.012 * reg.freq, y * 0.012 * reg.freq, 5) * reg.amp +
                    fbm(noise, x * 0.05 * reg.freq, y * 0.05 * reg.freq, 3) * reg.amp * 0.22 * reg.rough;
                const geo = operator(reg.op, x, y, cent[r].x, cent[r].y, noise, reg.jitter) * reg.amp;
                h += m * (reg.base + bands + geo);
            }
            height[i] = h * VERTICAL_SCALE;
        }
    }

    // One smoothing pass: masks blend the fields, but operator seams still benefit.
    const sm = new Float32Array(height.length);
    for (let y = 0; y < GRID; y++) {
        for (let x = 0; x < GRID; x++) {
            let sum = 0, n = 0;
            for (let dy = -1; dy <= 1; dy++) {
                for (let dx = -1; dx <= 1; dx++) {
                    const yy = y + dy, xx = x + dx;
                    if (yy < 0 || yy >= GRID || xx < 0 || xx >= GRID) continue;
                    sum += height[yy * GRID + xx]; n++;
                }
            }
            sm[y * GRID + x] = sum / n;
        }
    }

    const hasWater = regions.some(r => r.key === 'ocean' || r.key === 'lake' || r.key === 'swamp');
    const seaLevel = hasWater ? 0 : -999;

    // The world model proper: erosion cuts the valleys, the valleys carry the
    // rivers, the rivers set the moisture. Without this the terrain is scenery;
    // with it, every later decision (colour, vegetation, wildlife) has a cause.
    erode(sm, rng);                         // carve the valleys
    const filled = fillDepressions(sm);     // make every cell drain, and find the lakes
    const { acc: flow } = drainage(filled); // drainage area on a surface that connects
    const water = hydrology(sm, flow, seaLevel, filled);
    const moist = moisture(water.depth);

    return {
        regions, owner, masks,
        height: sm,
        seaLevel,
        flow,
        water,
        moisture: moist,
    };
}