Live World weather: moving systems (lows, hurricanes & typhoons)

The base cloud/rain field relaxes to a static pattern under fixed forcing, so it looked
frozen. stepWeather now also runs a population of drifting WeatherSystem agents (world
objects, not cells; transient/not saved; separate sWeatherRng seeded from cfg.seed so
tectonic determinism is intact): spawn over warm tropical ocean (5-25 deg, SST gate) or a
mid-latitude ocean low (capped at weatherSystemMax); move along the steering wind (sWind at
the nearest cell) plus a poleward recurve at weatherSystemSpeed; intensify over warm sea,
decay and cull over land/cold; and stamp a Gaussian cloud/rain shield onto the grid so cloud
clusters travel and dissipate behind them. A tropical system past weatherHurricaneStr is a
hurricane/typhoon.

Render: an animated cyclonic spiral marker per system (red + eye for cyclones, blue lows;
spins with liveTime by hemisphere) in 3D + 2D, HUD system/cyclone counts, and a basin-named
storm list in the Sky & tides panel -- all under K. New weather* storm knobs. test_weather.cpp
adds: systems spawn, move between steps, thicken cloud, RNG isolation, determinism. All five
suites pass; GUI build clean. Docs updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Jonas Reith 2026-06-28 14:40:58 +02:00
parent f84e06507a
commit ca844a5d3f
10 changed files with 286 additions and 15 deletions

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@ -215,6 +215,14 @@ saved v10. Evaporate over warm seas -> advect along the wind -> condense -> rain
weatherRainThresh 0.5 cloud cover above this rains
weatherRainRate 0.5 /h rain rate from excess cloud
weatherCloudDissip 0.12 /h cloud clearing
weatherSystemMax 8 max concurrent moving weather systems
weatherSpawnRate 0.06 /h genesis probability scale
weatherSystemSpeed 28 km/h drift speed of systems
weatherTropicalSST 26 C min sea-surface temp for tropical genesis
weatherSystemRadius 0.16 rad angular radius of a system's cloud/rain shield
weatherSystemCloud 1.2 /h cloud stamped at a system core
weatherSystemRain 1.6 /h rain at a system core
weatherHurricaneStr 0.6 strength above which a tropical system is a hurricane/typhoon
## Headless logic test (no display)

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@ -88,7 +88,13 @@ the fixed-grid Eulerian model + the climate fields are the groundwork for it.
**advect** humidity & cloud along the prevailing wind → **condense** into cloud (extra on
windward upslopes) → **rain** out → **dissipate**. Rendered as a translucent moving cloud
shell (white → dark storm where it rains) over the globe + 2D map (key `K`). Saved (v10).
**Next:** tropical cyclones (hurricanes/typhoons) as moving vortex agents on top of this field.
- **Weather — moving systems (lows, hurricanes & typhoons)** *(done — see `PlanetWeather.cpp`)*
drifting low-pressure **agents** (`WeatherSystem`) spawn over warm tropical seas / mid-latitude
oceans, travel with the steering wind (poleward recurve), intensify over warm water, decay over
land, and **stamp** travelling cloud/rain onto the grid — so the sky visibly evolves. The intense
tropical ones are **hurricanes/typhoons** (spin by hemisphere, eye + animated spiral marker).
Transient (not saved; respawn from the seed). This makes the weather visibly move (the base field
alone relaxes to a static pattern).
## Current state
@ -392,6 +398,20 @@ Working and verified (logic tested headless):
key `K` (default on); cell-info adds cloud/humidity/raining. **Saved v10** (humidity/cloud/rain,
flag-gated; older saves spin weather up live). Deterministic (no RNG). `test_weather.cpp`:
fields in range, clouds form + rain falls, oceans moister than land, determinism, v10 round-trip.
- **Live World — moving weather systems (lows / hurricanes / typhoons):** the base cloud/rain
field relaxes to a *static* pattern under fixed forcing, so `stepWeather` now also runs a
population of drifting **`WeatherSystem`** agents (PlanetTypes; transient, not saved; separate
`sWeatherRng` seeded from `cfg.seed` → tectonic determinism intact). Each step: **spawn** over
warm tropical ocean (525°, SST ≥ `weatherTropicalSST`) or a mid-latitude (3062°) ocean low
(capped at `weatherSystemMax`, prob ∝ `weatherSpawnRate`); **move** along the steering wind
(`sWind` at the nearest cell) + a poleward recurve at `weatherSystemSpeed`; **intensify** over
warm sea / **decay+cull** over land/cold; **stamp** a Gaussian cloud/rain shield
(`weatherSystemCloud`/`Rain`, scaled by strength × local humidity) — so cloud clusters travel
and dissipate behind the system. A tropical system past `weatherHurricaneStr` is a
hurricane/typhoon. Render: an animated cyclonic **spiral marker** per system (red + eye for
cyclones, blue lows; spins with `liveTime`·hemisphere) in 3D + 2D, HUD system/cyclone counts,
and a storm list (basin-named) in the Sky & tides panel — all under `K`. `test_weather.cpp`
adds: systems spawn, move between steps, thicken cloud, RNG isolation, determinism.
- Mouse hover (in either view) shows per-cell info. Clicking a tile opens a
right-side detail panel: tile info header + the tile's subgrid drawn as a
flat hoverable grid of subtiles (neighbor-owned subtiles dimmed). A high-res
@ -635,6 +655,11 @@ triangles (plates are fixed in phase 1).
rain on mountains), `weatherRainThresh`/`weatherRainRate` (when/how fast thick cloud rains),
`weatherCloudDissip` (cloud clearing). Toggle the overlay with `K`. Cloud render colours
(white→storm, alpha) are constants in ViewerRender/Map2D.
- **Weather systems (`weather*` storm knobs, `planet.cfg`):** `weatherSystemMax` (concurrent
cap), `weatherSpawnRate` (genesis frequency), `weatherSystemSpeed` (km/h drift),
`weatherTropicalSST` (min SST for tropical genesis), `weatherSystemRadius` (cloud-shield size),
`weatherSystemCloud`/`weatherSystemRain` (stamp strength), `weatherHurricaneStr` (strength to
count as a hurricane/typhoon). Markers show under `K`. Tune these for a stormier or calmer world.
- Seasons (`season*` + `axialTilt` + `biomeSeasonWeight`, `planet.cfg`) — `axialTilt` is the
master driver (0 = no seasons); `seasonAmpMax` (18 °C max seasonal half-range at full
tilt/lat/interior), `seasonLatExp` (1.2, push swing toward poles), `seasonContinentRings`

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@ -190,8 +190,17 @@ frame from `Viewer::stepSim` with dt = the sim-hours added to `liveTime` (0 when
Render: a translucent **cloud shell** over the 3D globe (white → dark slate where it rains, alpha
= cover, a second triangle layer at `visBase+0.03`) and a matching `drawWeather2D` layer on the
2D map (shared `drawMapTris` rasterizer), toggled with `K`. Saved as **v10** (humidity/cloud/rain,
flag-gated; pre-v10 saves spin weather up on entering Live World). Future: tropical cyclones
(moving vortex agents) layered on this field.
flag-gated; pre-v10 saves spin weather up on entering Live World).
**Moving weather systems** (same `stepWeather`): the base field above relaxes to a *static*
pattern under fixed forcing, so a population of drifting `WeatherSystem` **agents** (world objects,
not cells — like moons; transient/not saved; separate `sWeatherRng` seeded from `cfg.seed`)
provides the motion. Each step they **spawn** over warm tropical ocean (525°) or a mid-latitude
(3062°) ocean low, **move** along the steering wind (`sWind` at the nearest cell) + a poleward
recurve (`weatherSystemSpeed`), **intensify** over warm sea / **decay+cull** over land/cold, and
**stamp** a Gaussian cloud/rain shield onto the grid — so cloud clusters travel and dissipate
behind them. Tropical systems past `weatherHurricaneStr` are hurricanes/typhoons; rendered as
animated cyclonic spiral markers (eye for cyclones) spinning by hemisphere, in 3D + 2D, under `K`.
## Headless testing

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@ -128,6 +128,37 @@ void Viewer::renderGlobe3D() {
}
rlEnd();
}
// Live World storm markers: an animated cyclonic spiral per weather system (hurricanes red
// with an eye; lows blue), spinning with the live clock by the system's hemisphere sense.
if (liveWorld && showClouds && !planet.storms().empty()) {
const float SR = visBase + 0.05f;
for (const auto& ws : planet.storms()) {
Vec3 p{ ws.pos.x, ws.pos.y, ws.pos.z };
Vec3 u = p.cross(Vec3{0, 1, 0}); if (u.length() < 1e-6) u = p.cross(Vec3{1, 0, 0});
u = u.normalized(); Vec3 v = p.cross(u).normalized();
bool hur = ws.tropical && ws.strength >= planet.cfg.weatherHurricaneStr;
unsigned char cR = hur ? 240 : 150, cG = hur ? 60 : 200, cB = hur ? 60 : 235;
unsigned char A = (unsigned char)(110 + 140 * std::clamp(ws.strength, 0.0, 1.0));
double rmax = 0.04 + 0.10 * ws.strength;
double phase = liveTime * ws.spin * 0.4;
rlSetLineWidth(2.0f); rlBegin(RL_LINES); rlColor4ub(cR, cG, cB, A);
const int N = 36; const double turns = 2.2;
for (int arm = 0; arm < 2; ++arm) {
double a0 = phase + arm * M_PI; Vec3 prev{};
for (int k = 0; k <= N; ++k) {
double t = (double)k / N;
double a = a0 + t * turns * 2.0 * M_PI * ws.spin;
Vec3 dir = u * std::cos(a) + v * std::sin(a);
Vec3 wp = (p + dir * (rmax * t)).normalized() * (double)SR;
if (k > 0) { rlVertex3f((float)prev.x, (float)prev.y, (float)prev.z);
rlVertex3f((float)wp.x, (float)wp.y, (float)wp.z); }
prev = wp;
}
}
rlEnd(); rlSetLineWidth(1.0f);
if (hur) { Vec3 e = p * (double)SR; DrawSphere(Vector3{(float)e.x,(float)e.y,(float)e.z}, 0.02f, Color{255,240,200,255}); }
}
}
if (showGrat) drawGraticule3D(graticule, gratR);
// Markers: selected (orange), hovered cell (yellow), hovered subcell (white).
if (selectedCell >= 0) {
@ -221,6 +252,18 @@ void Viewer::renderMap2D() {
if (liveWorld && showTides && !coastCols.empty()) drawColoredSegments2D(coast, coastCols, 2.0f, mapRect, mapLon);
if (showCurrents && !currentCols.empty()) drawColoredSegments2D(currentSegs, currentCols, 1.6f, mapRect, mapLon);
if (liveWorld && showClouds && !planet.cloud().empty()) drawWeather2D(planet, planet.cloud(), planet.rain(), map2D, mapRect, mapLon);
if (liveWorld && showClouds && !planet.storms().empty()) {
for (const auto& ws : planet.storms()) {
double lon, lat; dirToLonLat(Vec3{ws.pos.x, ws.pos.y, ws.pos.z}, lon, lat);
Vector2 sp = projLonLat(lon, lat, mapLon, mapRect);
bool hur = ws.tropical && ws.strength >= planet.cfg.weatherHurricaneStr;
Color c = hur ? Color{240, 60, 60, 255} : Color{150, 200, 235, 255};
float rad = 5.0f + 10.0f * (float)ws.strength;
DrawCircleLines((int)sp.x, (int)sp.y, rad, c);
if (hur) DrawCircleLines((int)sp.x, (int)sp.y, rad * 0.55f, c);
DrawCircleV(sp, 2.0f, c);
}
}
if (phase3 && showRivers) {
drawSegments2D(rivers, Color{80, 170, 235, 255}, 1.5f, mapRect, mapLon);
drawSegments2D(bigRivers, Color{80, 170, 235, 255}, 3.0f, mapRect, mapLon);
@ -330,6 +373,24 @@ void Viewer::renderLiveInfo() {
} else {
DrawText("click a coastal tile", x, y, 15, Color{150, 155, 170, 255});
}
// Active weather systems (lows / tropical cyclones), named by basin.
y += 12;
DrawText("Weather systems", x, y, 18, Color{200, 205, 220, 255}); y += 26;
const auto& storms = planet.storms();
if (storms.empty()) DrawText("(calm — none active)", x, y, 15, Color{150, 155, 170, 255});
int shown = 0;
for (const auto& ws : storms) {
if (shown >= 6 || y > (int)(r.y + r.height) - 22) break;
double lon, lat; dirToLonLat(Vec3{ws.pos.x, ws.pos.y, ws.pos.z}, lon, lat);
bool hur = ws.tropical && ws.strength >= planet.cfg.weatherHurricaneStr;
const char* kind = hur ? (lon > -0.5 && lon < 2.4 ? "Typhoon" : "Hurricane") // W Pacific vs rest
: ws.tropical ? "Tropical low" : "Low";
Color c = hur ? Color{240, 90, 80, 255} : Color{170, 200, 230, 255};
DrawText(TextFormat("%s %.0f%% @ %+.0f,%+.0f", kind, ws.strength * 100.0,
lat * 180.0 / M_PI, lon * 180.0 / M_PI), x, y, 15, c);
y += 21; ++shown;
}
}
// Right column: hover/selection info (top) + detail panel or world stats (bottom).
@ -382,6 +443,9 @@ void Viewer::renderHUD() {
else { rl = "h/s"; rv = liveRate; }
line(TextFormat("rate %.1f %s day/night %s ([ / ] speed, N toggle, W exit)",
rv, rl, dayNightOn ? "on" : "off"));
int nStorm = 0, nHur = 0;
for (const auto& ws : planet.storms()) { ++nStorm; if (ws.tropical && ws.strength >= planet.cfg.weatherHurricaneStr) ++nHur; }
line(TextFormat("weather systems: %d tropical cyclones: %d", nStorm, nHur));
}
else {
line(TextFormat("%s %.1f My elapsed %.1f My/s%s",

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@ -52,7 +52,7 @@ void Planet::buildGeometry() {
sBiota.assign(cells.size(), {}); // empty biota population until generateBiota()
sHasBiota = false;
sHumidity.clear(); sCloud.clear(); sRain.clear(); // weather spins up on entering Live World
sHasWeather = false;
sHasWeather = false; sStorms.clear();
}
void Planet::assignPlates() {

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@ -99,6 +99,7 @@ public:
const std::vector<double>& humidity() const { return sHumidity; }
const std::vector<double>& cloud() const { return sCloud; }
const std::vector<double>& rain() const { return sRain; }
const std::vector<WeatherSystem>& storms() const { return sStorms; }
// Phase 3 (biomes): classify every cell into a Biome from elevation + the climate
// fields (temperature + normalized precipitation). Derived + written back into
@ -215,6 +216,10 @@ private:
// Weather (Live World; saved v10). sHasWeather latches once spun up/loaded.
std::vector<double> sHumidity, sCloud, sRain;
bool sHasWeather = false;
// Moving weather systems (transient agents; not saved). Separate RNG keeps tectonic
// determinism intact (seeded from cfg.seed in initWeather).
std::vector<WeatherSystem> sStorms;
uint32_t sWeatherRng = 1;
// Biota: derived density scalars (0..1; recomputed each tick, not saved) and the
// on-demand discrete population (saved). sHasBiota latches once generated/loaded.

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@ -39,9 +39,11 @@
D(weatherEvapRate) D(weatherWindKmh) D(weatherSatBase) D(weatherSatTempCoef) \
D(weatherCondense) D(weatherOrographic) D(weatherRainThresh) D(weatherRainRate) \
D(weatherCloudDissip) \
D(weatherSpawnRate) D(weatherSystemSpeed) D(weatherTropicalSST) D(weatherSystemRadius) \
D(weatherSystemCloud) D(weatherSystemRain) D(weatherHurricaneStr) \
I(subdivisions) I(plateCount) I(beltWidth) I(splitCheckEvery) I(stalemateWindows) \
I(miniPlateCells) I(fuseMinPlates) I(babyMinCells) I(seaLevelEvery) \
I(climateWindPasses) I(climateMoistureSmooth) I(seasonContinentRings) \
I(climateWindPasses) I(climateMoistureSmooth) I(seasonContinentRings) I(weatherSystemMax) \
I(bioFloraSlots) I(bioFaunaSlots) I(bioFungaSlots) \
I(bioFloraPoints) I(bioFaunaPoints) I(bioFungaPoints) \
U(seed)
@ -203,6 +205,13 @@ std::string validateConfig(const PlanetConfig& cfg) {
E(rng(cfg.weatherRainThresh, 0.0, 1.5, "weatherRainThresh"));
E(rng(cfg.weatherRainRate, 0.0, 50.0, "weatherRainRate"));
E(rng(cfg.weatherCloudDissip, 0.0, 50.0, "weatherCloudDissip"));
E(rng(cfg.weatherSpawnRate, 0.0, 10.0, "weatherSpawnRate"));
E(rng(cfg.weatherSystemSpeed, 0.0, 500.0, "weatherSystemSpeed"));
E(rng(cfg.weatherTropicalSST, -10.0, 40.0, "weatherTropicalSST"));
E(rng(cfg.weatherSystemRadius, 0.01, 1.5, "weatherSystemRadius"));
E(rng(cfg.weatherSystemCloud, 0.0, 20.0, "weatherSystemCloud"));
E(rng(cfg.weatherSystemRain, 0.0, 20.0, "weatherSystemRain"));
E(rng(cfg.weatherHurricaneStr, 0.0, 1.0, "weatherHurricaneStr"));
E(irng(cfg.subdivisions, 0, 7, "subdivisions"));
E(irng(cfg.plateCount, 1, 100, "plateCount"));
E(irng(cfg.beltWidth, 1, 12, "beltWidth"));
@ -215,6 +224,7 @@ std::string validateConfig(const PlanetConfig& cfg) {
E(irng(cfg.climateWindPasses, 1, 1000, "climateWindPasses"));
E(irng(cfg.climateMoistureSmooth, 0, 100, "climateMoistureSmooth"));
E(irng(cfg.seasonContinentRings, 1, 100, "seasonContinentRings"));
E(irng(cfg.weatherSystemMax, 0, 1000, "weatherSystemMax"));
E(irng(cfg.bioFloraSlots, 1, 1000, "bioFloraSlots"));
E(irng(cfg.bioFaunaSlots, 1, 1000, "bioFaunaSlots"));
E(irng(cfg.bioFungaSlots, 1, 1000, "bioFungaSlots"));
@ -342,8 +352,10 @@ bool Planet::readState(std::istream& is, bool hasBiome, bool hasBiota, bool hasM
}
}
}
// v10: Live World weather. Older saves leave it to spin up on entering Live World.
// v10: Live World weather. Older saves leave it to spin up on entering Live World. The moving
// weather systems are transient (not saved): clear them + reseed the weather RNG from the seed.
sHasWeather = false; sHumidity.clear(); sCloud.clear(); sRain.clear();
sStorms.clear(); sWeatherRng = cfg.seed ? (cfg.seed ^ 0x5701A123u) : 0x5701A123u;
if (hasWeather) {
uint8_t hasWx = 0; readPod(is, hasWx);
if (hasWx) {

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@ -25,6 +25,20 @@ struct SubGrid {
enum class PlateType { Oceanic, Continental };
// A moving weather system (Live World): a drifting low-pressure disturbance that travels with the
// steering wind and stamps clouds & rain onto the weather fields. Geometry is fixed, so this is a
// world-object agent (a point on the sphere, like a moon), not a cell. The intense tropical ones
// (strength past weatherHurricaneStrength) are hurricanes/typhoons. Transient -- not saved.
struct WeatherSystem {
Vec3 pos; // unit position on the sphere
double strength = 0.0; // intensity 0..1 (drives cloud/rain boost + marker size)
double radius = 0.15; // angular radius (radians)
double age = 0.0; // hours alive
double life = 120.0; // total lifetime (hours)
double spin = 1.0; // cyclonic sense: +1 CCW (N hemisphere) / -1 CW (S)
bool tropical = false; // warm-core tropical (can become a cyclone) vs extratropical low
};
// Phase-3 (climate & biomes) classification of a cell, derived from elevation,
// latitude (temperature) and hydrology/coast (moisture). Stored per cell (uint8,
// serialized) so Phase-4 civilization can read it. Keep Ocean == 0 so a default-
@ -271,4 +285,16 @@ struct PlanetConfig {
double weatherRainThresh = 0.5; // cloud cover above this precipitates
double weatherRainRate = 0.5; // /h: rain rate from excess cloud
double weatherCloudDissip = 0.12; // /h: cloud clearing (half returns to humidity)
// --- Weather systems (moving lows / hurricanes / typhoons) -- PlanetWeather.cpp ---
// Drifting low-pressure disturbances travel with the steering wind and stamp cloud/rain onto
// the grid, so the sky visibly evolves; the intense tropical ones become tropical cyclones.
int weatherSystemMax = 8; // max concurrent weather systems
double weatherSpawnRate = 0.06; // /h: genesis probability scale (when below the cap)
double weatherSystemSpeed = 28.0; // km/h: steering speed at which systems drift
double weatherTropicalSST = 26.0; // C: min sea-surface temp for tropical genesis
double weatherSystemRadius= 0.16; // rad: angular radius of a system's cloud/rain shield
double weatherSystemCloud = 1.2; // /h: cloud stamped at a system's core (scaled by strength)
double weatherSystemRain = 1.6; // /h: rain intensity at a system's core
double weatherHurricaneStr= 0.6; // strength above which a tropical system is a hurricane/typhoon
};

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@ -21,6 +21,8 @@ void Planet::initWeather() {
if (cells[i].elevation <= sea) sHumidity[i] = 0.9; // saturated marine air
else sHumidity[i] = haveM ? (0.2 + 0.5 * sMoist[i]) : 0.3; // land: from climatology
}
sStorms.clear();
sWeatherRng = cfg.seed ? (cfg.seed ^ 0x5701A123u) : 0x5701A123u; // separate RNG
sHasWeather = true;
}
@ -93,4 +95,92 @@ void Planet::stepWeather(double dtHours) {
if (sHumidity[i] < 0.0) sHumidity[i] = 0.0;
sCloud[i] = std::clamp(sCloud[i], 0.0, 1.5);
}
// 4. Moving weather systems (lows / hurricanes / typhoons). Drifting agents that travel with
// the steering wind and stamp cloud/rain onto the grid, so the sky visibly evolves.
const bool haveWind = ((int)sWind.size() == n);
auto wrnd = [&]() { uint32_t x = sWeatherRng; x ^= x << 13; x ^= x >> 17; x ^= x << 5; sWeatherRng = x; return x; };
auto wrf = [&]() { return (wrnd() & 0xFFFFFFu) / double(0x1000000); };
const Vec3 worldUp{0, 1, 0};
const double D2R = M_PI / 180.0;
// 4a. Genesis: over warm tropical ocean (5..25 deg) or a mid-latitude (30..62 deg) ocean low.
if ((int)sStorms.size() < cfg.weatherSystemMax) {
double pSpawn = 1.0 - std::exp(-cfg.weatherSpawnRate * dtHours);
if (wrf() < pSpawn) {
int bestIdx = -1; double bestScore = 0.0; bool bestTrop = false;
for (int t = 0; t < 8; ++t) {
int ci = (int)(wrnd() % (uint32_t)n);
if (cells[ci].elevation > sea) continue;
double absdeg = std::fabs(std::asin(std::clamp(cells[ci].unit.y, -1.0, 1.0))) / D2R;
double score = 0.0; bool trop = false;
if (absdeg > 5.0 && absdeg < 25.0 && sTemp[ci] >= cfg.weatherTropicalSST) { score = 0.6 + 0.4 * wrf(); trop = true; }
else if (absdeg >= 30.0 && absdeg <= 62.0) { score = 0.3 + 0.3 * wrf(); }
if (score > bestScore) { bestScore = score; bestIdx = ci; bestTrop = trop; }
}
if (bestIdx >= 0) {
WeatherSystem ws;
ws.pos = cells[bestIdx].unit;
ws.strength = 0.15;
ws.radius = cfg.weatherSystemRadius * (bestTrop ? 0.8 : 1.25);
ws.life = bestTrop ? (120.0 + 180.0 * wrf()) : (60.0 + 90.0 * wrf());
ws.spin = (cells[bestIdx].unit.y >= 0.0) ? 1.0 : -1.0;
ws.tropical = bestTrop;
sStorms.push_back(ws);
}
}
}
// 4b. Move, intensify and cull each system.
for (size_t s = 0; s < sStorms.size(); ) {
WeatherSystem& ws = sStorms[s];
int nc = 0; double nd = -2.0; // nearest cell to the system
for (int i = 0; i < n; ++i) { double d = cells[i].unit.dot(ws.pos); if (d > nd) { nd = d; nc = i; } }
const Vec3& nrm = ws.pos;
Vec3 steer = (haveWind && sWind[nc].length() > 1e-9) ? sWind[nc].normalized() : Vec3{0, 0, 0};
Vec3 northT = worldUp - nrm * worldUp.dot(nrm); double nl = northT.length();
if (nl > 1e-9) northT = northT * (1.0 / nl);
double poleSign = (nrm.y >= 0.0) ? 1.0 : -1.0;
Vec3 vel = steer + northT * (poleSign * 0.35); // steering + poleward recurve
vel = vel - nrm * vel.dot(nrm); // keep tangent
double vl = vel.length();
if (vl > 1e-9) {
double dAng = cfg.weatherSystemSpeed * 1000.0 * dtHours / std::max(1.0, cfg.radius);
Vec3 vdir = vel * (1.0 / vl);
ws.pos = (nrm * std::cos(dAng) + vdir * std::sin(dAng)).normalized();
}
bool overWarmSea = (cells[nc].elevation <= sea) && (sTemp[nc] >= cfg.weatherTropicalSST - 4.0);
if (ws.tropical) {
if (overWarmSea) ws.strength += (1.0 - ws.strength) * (1.0 - std::exp(-0.05 * dtHours));
else ws.strength -= ws.strength * (1.0 - std::exp(-0.15 * dtHours));
} else {
double frac = std::min(1.0, ws.age / std::max(1.0, ws.life));
ws.strength = 0.2 + 0.6 * std::sin(frac * M_PI); // rise then fade
if (cells[nc].elevation > sea) ws.strength *= 0.7; // weaker over land
}
ws.strength = std::clamp(ws.strength, 0.0, 1.0);
ws.age += dtHours;
if (ws.age > ws.life || (ws.tropical && ws.strength < 0.05 && cells[nc].elevation > sea)) {
sStorms[s] = sStorms.back(); sStorms.pop_back(); // swap-remove dead system
} else ++s;
}
// 4c. Stamp each system's cloud/rain shield onto the grid (Gaussian-ish core falloff).
if (!sStorms.empty()) {
std::vector<double> cosR(sStorms.size());
for (size_t s = 0; s < sStorms.size(); ++s) cosR[s] = std::cos(std::min(M_PI, sStorms[s].radius));
for (int i = 0; i < n; ++i) {
double moist = 0.3 + 0.7 * std::clamp(sHumidity[i], 0.0, 1.0);
for (size_t s = 0; s < sStorms.size(); ++s) {
double dot = cells[i].unit.dot(sStorms[s].pos);
if (dot < cosR[s]) continue; // outside the system radius
double d = std::acos(std::clamp(dot, -1.0, 1.0));
double fall = 1.0 - d / sStorms[s].radius; fall *= fall;
double st = sStorms[s].strength;
sCloud[i] += st * fall * cfg.weatherSystemCloud * dtHours * moist;
sRain[i] += st * fall * cfg.weatherSystemRain * moist;
}
sCloud[i] = std::clamp(sCloud[i], 0.0, 1.5);
}
}
}

View File

@ -22,11 +22,11 @@ static void check(bool cond, const char* what) {
if (!cond) ++failures;
}
// Run a fixed weather sequence on a planet (returns whether rain ever fell, max cloud seen).
static void runWeather(Planet& p, bool& everRained, double& maxCloud) {
// Run a fixed weather sequence on a planet (returns whether rain ever fell, max cloud + storms).
static void runWeather(Planet& p, bool& everRained, double& maxCloud, int& maxStorms) {
p.initWeather();
everRained = false; maxCloud = 0.0;
for (int k = 0; k < 200; ++k) {
everRained = false; maxCloud = 0.0; maxStorms = 0;
for (int k = 0; k < 300; ++k) {
p.computeInsolation(0.25, std::fmod(0.3 + 0.01 * k, 1.0)); // sun advances
p.stepWeather(1.0); // 1-hour steps
const std::vector<double>& rn = p.rain();
@ -35,6 +35,7 @@ static void runWeather(Planet& p, bool& everRained, double& maxCloud) {
if (rn[i] > 0.0) everRained = true;
maxCloud = std::max(maxCloud, cl[i]);
}
maxStorms = std::max(maxStorms, (int)p.storms().size());
}
}
@ -44,8 +45,8 @@ int main() {
const int n = (int)p.cells.size();
std::printf("Weather: cycle\n");
bool rained = false; double maxCloud = 0.0;
runWeather(p, rained, maxCloud);
bool rained = false; double maxCloud = 0.0; int maxStorms = 0;
runWeather(p, rained, maxCloud, maxStorms);
bool inRange = true;
for (int i = 0; i < n; ++i) {
@ -67,14 +68,45 @@ int main() {
std::printf(" mean humidity: ocean %.3f, land %.3f\n", oh, lh);
check(oh > lh, "oceans end up moister than land");
std::printf("Weather: moving systems\n");
std::printf(" max concurrent systems: %d\n", maxStorms);
check(maxStorms > 0, "weather systems spawn over a run");
if (!p.storms().empty()) { // cloud shield (no mutation of p)
const auto& ws = p.storms()[0];
double inSum = 0, allSum = 0; int inN = 0;
for (int i = 0; i < n; ++i) {
allSum += p.cloud()[i];
double d = std::acos(std::clamp(p.cells[i].unit.dot(ws.pos), -1.0, 1.0));
if (d < ws.radius) { inSum += p.cloud()[i]; ++inN; }
}
check(inN > 0 && inSum / inN > allSum / n, "cloud is thicker inside a weather system");
}
std::printf("Weather: RNG isolation\n");
Planet z; z.generate(cfg);
std::vector<double> elev0(n); for (int i = 0; i < n; ++i) elev0[i] = z.cells[i].elevation;
z.initWeather();
for (int k = 0; k < 60; ++k) { z.computeInsolation(0.25, std::fmod(0.3 + 0.01 * k, 1.0)); z.stepWeather(1.0); }
bool terrainSame = true; for (int i = 0; i < n; ++i) if (z.cells[i].elevation != elev0[i]) terrainSame = false;
check(terrainSame, "weather + storm RNG never perturb the terrain");
std::printf("Weather: determinism\n");
Planet p2; p2.generate(cfg);
bool r2; double mc2; runWeather(p2, r2, mc2);
bool same = true;
bool r2; double mc2; int ms2; runWeather(p2, r2, mc2, ms2); // p and p2 both at 300 steps
bool same = ((int)p2.storms().size() == (int)p.storms().size());
for (int i = 0; i < n; ++i)
if (p2.humidity()[i] != p.humidity()[i] || p2.cloud()[i] != p.cloud()[i]
|| p2.rain()[i] != p.rain()[i]) same = false;
check(same, "same seed + sequence -> identical weather");
check(same, "same seed + sequence -> identical weather + systems");
std::printf("Weather: systems move\n");
if (!p.storms().empty()) { // one more step -> a system shifts position
Vec3 before = p.storms()[0].pos;
p.computeInsolation(0.25, 0.61); p.stepWeather(1.0);
double best = -2.0; for (const auto& ws : p.storms()) best = std::max(best, before.dot(ws.pos));
double ang = std::acos(std::clamp(best, -1.0, 1.0));
check(ang > 1e-4 && ang < 0.3, "a weather system moves between steps");
}
std::printf("Weather: save v10\n");
std::stringstream ss(std::ios::in | std::ios::out | std::ios::binary);