planetsim/docs/design-notes.md
Jonas Reith 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

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# Design notes (durable context)
These are the non-obvious decisions/conventions that were previously only in Claude's
auto-memory (which lives under `~/.claude/` and does **not** travel with the repo). Captured
here so the context survives a move to another machine/server. `CLAUDE.md` has the
authoritative current-state changelog; this is the "why / where things live" summary.
## Framing: World Creation → Live World
The roadmap is no longer rigid numbered "phases". **World Creation** is a set of
continuous, overlapping stages on a geological clock (My): tectonics → continental drift &
erosion → hydrology → climate → biomes → (fauna & flora, next). The long-term goal is a
separate **Live World** mode that runs the *finished* planet at a much slower real-time
clock (hours/days/weeks/months) with dynamic weather (clouds, rain, storms) and living
ecosystems/civilization. **Internal code still uses `phase*` names** (`Planet::drifting`,
the `phase3` flag, `phase3AfterMy`/`phase3DtScale` config keys) for save/config
compatibility — only display strings and docs use the new framing.
## Code module layout
Split into a raylib-free **engine** (`src/sim/`, headless-testable) and a raylib **viewer**
(`src/render/`); `src/main.cpp` is a ~10-line entry point. CMake adds both dirs to the
include path, so includes stay flat (`#include "Planet.hpp"`, `"Viewer.hpp"`).
`Planet` is **one class implemented across several .cpp files** (all share `Planet.hpp`):
- `PlanetTypes.hpp``Cell` / `Plate` / `SubGrid` / `Biome` enum / `PlanetConfig`.
- `Planet.cpp` — generation, geometry, plate seeding, RNG + shared helpers, subgrid, min/max.
- `PlanetTectonics.cpp``step()` (stress→uplift→relax; orogeny boosts gated on `drifting`).
- `PlanetDrift.cpp``cflDtMy`/`advect` + plate lifecycle (fission/kick/baby/fuse/enclosed).
- `PlanetErosion.cpp``erode` + `adjustSeaLevel`.
- `PlanetHydrology.cpp``routeFlow`/`computeHydrology`/`hydrology` (depression-fill→lakes,
steepest-descent→rivers, mass-conserving stream-power incision).
- `PlanetClimate.cpp``computeClimate()` (temperature + orographic precipitation).
- `PlanetBiomes.cpp``classifyBiomes()` (per-cell `Cell.biome` from elevation + climate).
- `PlanetBiota.{hpp,cpp}` — Biota types + archetype table + slot/point draw +
`computeBiotaDensity()`/`generateBiota()` (flora/fauna/funga).
- `PlanetFloraGen.cpp` / `PlanetFaunaGen.cpp` / `PlanetFungiGen.cpp` — per-kind density +
per-cell `fill*` (fauna gates carnivores on local prey; funga is moisture/organic-led).
- `PlanetIO.cpp` — text config + binary save/load.
The viewer is one `Viewer` struct: `Viewer.{hpp,cpp}` (state + setup + sim orchestration),
`ViewerInput.cpp` (camera/picking/keys), `ViewerRender.cpp` (globe/map/panels/HUD/prompt),
plus topical helpers `Colors` / `Map2D` / `Overlays` / `Picking` / `Panels`.
Per-tick order in `Viewer::refreshView()`: `computeHydrology()` (if hydrology on) →
`computeClimate()``classifyBiomes()``computeBiotaDensity()``recolor()`. The discrete
biota *population* (`generateBiota()`) is NOT in this per-tick path — it's on-demand (key `L`).
## Core principle (do not violate)
Geometry is **fixed** — cells (icosphere vertices) never move. Only per-cell *properties*
flow over the fixed grid + neighbor adjacency (Eulerian). New phenomena = new per-cell
fields flowed over the grid, never moving cells.
## Axial tilt render convention (non-obvious)
The 3D globe is rendered leaned by `cfg.axialTilt` via `rlRotatef(tilt,0,0,1)` wrapping all
3D content in `renderGlobe3D`. Because that rotation isn't in the data, anything mapping
between world and model space must compensate with `rotateZ(v, ±tilt)` (src/render/
Picking.cpp): 3D picking un-rotates the ray hit by `tilt` before `nearestCell`; 3D plate
labels rotate by `+tilt` before projecting. The 2D map + biome/climate are tilt-independent.
## Save format (v7) — self-describing config + biota population
`planet.save` stores `PlanetConfig` as a **self-describing key=value text block** (not a raw
POD dump), parsed like `planet.cfg` (`writeConfigFields`/`parseConfigStream` shared in
PlanetIO.cpp), written at `precision(17)` so doubles round-trip exactly. Consequence:
**adding/removing PlanetConfig fields no longer breaks saves** (unknown keys ignored, missing
keys keep defaults). v6 cannot load pre-v6 saves (one-time break; a length guard fails it
gracefully). Per-cell `Cell.biome` is saved (a byte appended after `invader`). **v7** appends
the **biota population** (`sBiota`): a flag byte, then three `Organism{uint16 archetype, uint8
biome}` lists per cell. Densities are derived (not saved). Older saves without the block load
fine with an empty population (`readState(is, hasBiome, hasBiota)`; `hasBiota = ver>=7`).
## Biota (flora / fauna / funga) — density + slot/point population
Two layers (`PlanetBiota.cpp` + the three `*Gen.cpp`): (1) derived per-cell **density** scalars
(0..1) recomputed each tick like climate — flora = Liebig-min(temp, moisture), fauna ∝ flora
(carnivores gated on neighbourhood prey ≥ `bioCarnPreyMin`), funga = moisture/organic-matter-led
+ cold-tolerant; 0 on water/Ice. (2) On-demand discrete **population** `generateBiota()`: each
land cell draws broad archetypes from the comprehensive append-only `biotaArchetypes()` table
into a per-kind slot cap + density-scaled point budget (size → cost Tiny=1…Huge=5), weighted by
biome/climate suitability and a **regional bonus** for archetypes already in same-biome
neighbours (single index-ordered pass → homogeneous regions, boundary variety). Organisms are
labelled by **taxonomy** — Family + Size + role (full `Class > Order > Family` in
`organismTaxonomy()`), never informal common names ("Felidae", not "cat"); generalist families
get a biome adjective ("Desert Muridae"). Generation uses a **separate RNG seeded from `cfg.seed`** (not
`Planet::rngState`) so populating biota never perturbs tectonic determinism — asserted in
`test_biota.cpp`. The archetype table is **append-only** (indices are serialized in v7 saves).
## Climate + biome model (derived, not saved)
`computeClimate()` builds two derived per-cell fields:
- **Temperature** (°C) = latitude curve (`biomeEquatorTemp/PoleDrop/LatExp`, super-linear so
cold concentrates at poles) `biomeElevLapse` × elevation.
- **Precipitation**: zonal prevailing winds (easterly tropics/poles, westerly mid-lat); ocean
cells are a moisture source; each land cell takes its **upwind** neighbour's moisture, rains
out more on windward upslopes (orographic), loses a multiplicative fraction per cell
(continentality) → leeward/interior drying. The raw field is near-binary, so it's
**diffused** (`climateMoistureSmooth` passes) into transition zones, then normalized to
`sMoist∈[0,1]` by anchoring the **median land precip → 0.5** (robust to orographic spikes).
`classifyBiomes()` reads `sTemp` + `sMoist` (not a latitude hack) → rain-shadow/interior
deserts emerge; 13 biomes incl. polar Ice; wetlands require water adjacency. All biome &
climate thresholds are tunable `biome*` / `climate*` keys in `planet.cfg`.
## Headless testing
Engine is raylib-free, so logic is tested without a display. Build/run:
```
g++ -std=c++17 -O2 -Isrc/sim test_logic.cpp src/sim/IcoSphere.cpp src/sim/Planet.cpp \
src/sim/PlanetTectonics.cpp src/sim/PlanetDrift.cpp src/sim/PlanetErosion.cpp \
src/sim/PlanetHydrology.cpp src/sim/PlanetBiomes.cpp src/sim/PlanetClimate.cpp \
src/sim/PlanetBiota.cpp src/sim/PlanetFloraGen.cpp src/sim/PlanetFaunaGen.cpp \
src/sim/PlanetFungiGen.cpp src/sim/PlanetIO.cpp -o /tmp/t && /tmp/t
# test_biota.cpp uses the same source list (Biota suite).
```
(add new `src/sim/*.cpp` to that list as stages are added). `Planet::step()` passes are
data-parallel + double-buffered → bit-identical for any OpenMP thread count (determinism).