8 Commits

Author SHA1 Message Date
91f1b90a93 Civ Step 4: culture, beliefs & governments
Give the world peoples and faiths on top of Step 3's realms. All derived
deterministically from the (saved) settlement set + geography (pure hashes,
no RNG, recomputed each sim year -> no save-version bump, step-back free).

- PlanetCulture.{hpp,cpp}: computeCultures() groups living settlements into one
  culture per inhabited continent, each with a generated people name, a dominant
  ethos picked from its cells' environment (Seafaring/Highland/Nomadic/Agrarian,
  else a hashed Mercantile/Warlike), and a religion (a Faith focus biased by the
  dominant biome + a generated faith name). Runs after computeTerritory().
- Governments: each realm (Nation) gets a GovType from its tier + a deterministic
  pick, folded into its name ("Republic of X", "Duchy of X", "X Theocracy", "X
  Confederation", "X Dominion", ...) -- culture-driven renaming.
- Culture-driven grouping: realm vassalage is now restricted to the same
  continent, so every kingdom/empire is mono-cultural.
- Render: a Culture colour mode (cultureColor, cultural blocs) + pale
  buildCultureBorders lines + a Cultures tab + a cell-info culture/faith line +
  government-aware realm labels, all under key X. Cultures recompute with
  territory in rebuildTerritory().
- test_culture.cpp: one culture per continent, valid ethos/faith, governments per
  tier reflected in names, mono-cultural realms, determinism, RNG isolation,
  save->load->recompute parity. All 12 suites green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-01 07:58:58 +02:00
ee2ef3655b Civ Step 3: territory, nations & political borders
Group settlements into realms (city-states / kingdoms / empires) and give them
territory + political borders, all derived deterministically from the saved
settlement set (no save-version bump, step-back free).

- PlanetNation.{hpp,cpp}: computeTerritory() — size-scaled influence range per
  settlement, realm grouping (a town joins the nearest larger capital within its
  annexation reach, else founds its own nation), tier by member count / total pop,
  and per-cell ownership maximising range - angular-distance (wilderness frontiers
  where no settlement reaches). No RNG → tectonic stream untouched.
- Territory colour mode + nationColor, buildNationBorders (plate dual-contour
  reused), realm labels at capitals, a Realms info tab, cell-info realm line, and
  kind=4 WorldEvents (realm founded / rises to empire / collapsed). Key P toggles
  the view + borders; territory recomputed once per sim year, on placement, load
  and step-back.
- civTerritory*/civVassalRange/civEmpire* config knobs (self-describing → no save
  break); test_nation.cpp covers ownership/wilderness, empires vs city-states,
  realm grouping, tiers, determinism, RNG isolation, save/load parity.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 14:00:32 +02:00
2351fb79a5 Ecoregions atlas + Civilizations Step 2 (habitability & settlements, save v20)
Two features (the ecoregions layer was authored locally and was still
uncommitted; civilization Step 2 builds on top and is intermingled in shared
files, so they land together):

Ecoregions (v19, PlanetEcoregions.*, key E):
- generateEcoregions() flood-fills cells sharing biome + land/water context +
  productivity band into named ecological provinces (dominant flora/fauna/funga
  + per-kind productivity), a separate sEcoRng. ColorMode::Ecoregion + an Eco
  tab + cell-info dominants. Saved v19 (v18 geography reshuffle salt already in).

Civilizations Step 2 (v20, PlanetCiv.*, keys U/I):
- computeHabitability(): derived per-cell food/livability (climate comfort +
  water access (rivers/lakes/coast) + food (flora/fauna + ecoregion
  productivity), gated by freezing winters / high terrain). ColorMode::
  Habitability (key I).
- placeSettlements() (key U, "the dawn"): one-time greedy placement on the best
  well-spaced fertile cells (separate sCivRng; named from the continent's
  NameGen bank). The set is fixed, so the only mutable per-step state is each
  settlement's population.
- stepCivilization(): logistic growth toward K = civMaxPopulation*habitability,
  cut where an active volcano ashes the area, so settlements grow / decline /
  are abandoned (floored at 1 so a site can revive). Tiers village->town->city.
  Runs in liveAdvance; detectLiveEvents logs kind=3 events.
- Step-back snapshots only the population vector (WeatherSnapshot.settlementPop).
  3D + 2D tier-sized markers + city/town labels, a Civ tab, cell-info line.
  buildGeometry() clears settlements on reseed. Save v20; sCellSettlement
  rebuilt on load. civ* config knobs.

New test_ecoregions.cpp + test_civ.cpp; all 10 headless suites pass; GUI build
clean. CLAUDE.md / design-notes / BUILD.md updated (roadmap Step 2 done).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-30 09:01:43 +02:00
b005969ee1 Add marine flora & fauna (life in the ocean)
The biota density + population layers were hard-gated on elevation<=sea, so
the ocean was barren in the flora/fauna views and held no organisms.

- Density: ocean cells (not under polar Ice) get a marine primary productivity
  in computeFloraDensity -- base + (1-base)*max(shelf, coast), where shelf is
  shallowness (light) and coast is a BFS ring-distance from land (nutrients).
  Rich shelves/coasts, lower open ocean, zero under ice; sMoist (a land field)
  is not used at sea. computeFaunaDensity now skips only Ice, so marine fauna =
  flora*productivity with the existing carnivore prey-gate clustering big
  predators on rich shelves. Funga stays land-only.
- Population: append Ocean-masked archetypes (Kelp/Seagrass/Phytoplankton;
  Forage fish/Reef fish/Shark/Baleen whale/Seal/Squid; moistMin=0, SST-zoned).
  generateBiota fills ocean cells (skip Ice; no marine funga). fillFlora/
  fillFauna unchanged -- their biome-mask filter zones marine vs terrestrial.
  Append-only, so v7 saves are unaffected.
- Render: distinct marine ramps (marineFloraColor blue->teal/green bloom,
  marineFaunaColor blue->cyan->warm) for water cells in the 8/9 views; land
  ramps + funga view unchanged.
- Config: bioMarineBase/bioMarineShelfDepth/bioMarineCoastRings (self-describing
  config -> no save bump).
- test_biota.cpp updated: zero life under ice, marine flora/fauna present at sea
  + populate ocean tiles, funga 0 on water; capacity/carnivore-gate/budgets/
  determinism still hold. All five headless suites pass; GUI build clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-29 12:04:53 +02:00
aa32e38dad Live World stage: clock, day/night, seasons, moons, tides & ocean currents
Adds the slow real-time "Live World" mode (key W on a settled world) that runs the
finished planet on an hours->weeks/months clock (liveTime/liveRate, [ / ] ramp the rate)
with geology frozen. Everything new is a derived per-cell field flowed over the fixed grid.

Day/night & seasons (PlanetLive.cpp): a raylib-free per-cell insolation field
(computeInsolation) drives a moving day/night terminator (N) from time-of-day rotation +
seasonal declination (axialTilt); a live seasonal temperature cycles the static summer/winter
fields over the year (computeLiveSeason); a moving snow/sea-ice line tracks it. Day/night +
snow are render overlays over any colour mode (3D + 2D). Save v8 stores the live clock.

Sky & tides (PlanetOcean.cpp): 1-3 random moons (separate RNG, saved v9) orbit on the
clock and, with the now small/distant sun, raise an equilibrium tide (computeTides -> sTide),
shown as a tide-coloured coastline (T, buildCoastline + tideColor). Moons render with sun-lit
phases, orbit rings and eclipses (solar shadow spot in the day/night overlay, lunar dimming).
The 2D map is left-aligned; the freed space holds a Live-World "Sky & tides" panel (per-moon
phase + a selected coastal tile's tidal phase).

Ocean currents + climate feedback (PlanetOcean.cpp): computeOceanCurrents builds a
per-ocean-cell tangent velocity from wind stress + Coriolis deflection + coast-following
(gyres); computeClimate feeds warm (poleward) / cold (equatorward) currents back into sTemp as
a bounded coastal anomaly (climateCurrentFactor) before seasons, so biomes shift. Rendered as
warm/cold current arrows (O).

Config: dayLengthHours/yearLengthDays/snowTemp/seaIceTemp/tideAmplitude/tideSunFactor/
climateCurrentFactor. Save header v7->v9 (version-gated; older saves load fine). Headless
test_live.cpp + test_ocean.cpp; test_logic/test_biota still pass; GUI build clean. Docs updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 10:04:45 +02:00
8ed9ae4515 Seasons (obliquity): per-cell summer/winter temps + richer cold biomes
axialTilt was visual-only ("groundwork for seasons"). It now drives climate.

computeClimate() adds derived sTempSummer/sTempWinter around the annual mean:
  summer/winter = sTemp +/- A,  A = seasonAmpMax * sin(tilt)/sin(23.44) *
                                    latShape * continentality
- tiltFactor: 0 tilt -> no seasons, Earth tilt -> 1.
- latShape (pow(|lat|/90, seasonLatExp)): poles swing most.
- continentality: a multi-source BFS ring-distance from ocean cells -- oceans
  and coasts are muted by thermal inertia, interiors swing most.
Result: ~0 swing at the equatorial coast, large at high-latitude interiors.

classifyBiomes() blends WINTER temp into the Tundra/Taiga cold cutoffs via
biomeSeasonWeight (0 = annual-mean only = unchanged biomes; default 0.6), so
cold-winter continental interiors become boreal/tundra (Siberia effect). The
amplitude is geographically shaped, so cold biomes expand only where seasons
bite. Fields are derived/not-saved -> no save-format change.

Viewer: color key 6 now CYCLES Temperature -> summer -> winter -> seasonality
(new seasonColor ramp + labels); cell-info shows summer/winter. New season* +
biomeSeasonWeight config knobs (planet.cfg, validated). Docs updated.

Headless (test/season): summer >= mean >= winter; equator swing ~1.6 C vs
~20 C at high latitude; interior land >> ocean; tilt=0 -> no seasons; higher
tilt -> bigger swing; biomeSeasonWeight=0 leaves biomes unchanged; cold-biome
count rises with seasons; deterministic. test_logic + test_biota pass; full
app builds clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 23:25:45 +02:00
53e371bb2f Add Biota stage: flora, fauna & funga (density + slot/point population)
World-Creation stage after biomes. Two layers (raylib-free engine):
- Per-cell density scalars (flora/fauna/funga in [0,1]) derived from the
  climate fields each tick (drive color modes 8/9/0). Flora = Liebig-min of
  temp & moisture; fauna ~ flora with carnivores gated on local prey; funga =
  moisture/organic-matter-led + cold-tolerant. Zero on water/ice.
- On-demand discrete population (key L, saved as v7): each land cell draws
  broad archetypes from a comprehensive table into a per-kind slot cap +
  density-scaled point budget (size -> cost), weighted by biome/climate
  suitability and a regional bonus for same-biome neighbours. Separate RNG
  seeded from cfg.seed so generating biota never perturbs tectonic determinism.

Organisms are labelled by taxonomy (Family + Size + role, e.g. "Felidae
(Big, Carnivore)") with the full Class > Order > Family tree stored, never an
informal common name. Cell-info panel word-wraps + aggregates duplicates so the
lists no longer get cut off.

New: src/sim/PlanetBiota.{hpp,cpp} + PlanetFlora/Fauna/FungiGen.cpp, color
modes/colors, bio* config knobs, save v7 (older saves load with empty
population), test_biota.cpp (densities, fauna<=capacity, carnivore gating,
slot/point budgets, determinism + RNG isolation, v7 round-trip). Docs updated.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 13:56:03 +02:00
acc0e5eec9 Initial commit: fanworgen planet sim
C++/raylib semi-realistic fantasy/sci-fi planet generator on a fixed icosphere
grid (Eulerian: properties flow over fixed cells). World-creation stages:
tectonics, continental drift & erosion, hydrology (rivers/lakes), climate
(temperature + orographic precipitation), and biome classification. Engine in
src/sim (raylib-free, headless-testable), viewer in src/render. See CLAUDE.md
and docs/ (design-notes.md, fauna-flora-plan.md = next step).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-23 15:08:25 +02:00