feat(descent): landing ROOMS and a walkable tunnel -- per Jahni's correction
Jahni corrected the design: "the connection between level is a tiny tunnel
connecting both strate, not vertical, it needs to be walkable" and "'the
spine' shouldn't be carved except optionally from the top first strate,
then it's used to have a landing room".
COMPOSER-NOTES §6.8 had said the spine "provides a clean landing space, not
a continuous open shaft" -- and the implementation carved a vertical
cylinder anyway. A vertical cylinder has no walkable floor except at its
bottom, so a carve guaranteeing open AIR guaranteed nothing STANDABLE.
That one omission is behind five of my dead hypotheses this week.
Now:
origin spine a finite rounded ROOM per strate, no vertical bore.
radius 14 -> 8 m wide, 7.5 m tall
descent a walkable tunnel, single-file by design: 3 m mouth,
2.5 m waist, gradient capped at a NAMED 15 deg
exotic styles VerticalShaft / SpiralDescent / CascadingDrops /
CrackCrevice preserved, no longer the default
⚠️ THE GEOMETRY BITES, and it is worth Jahni's eye: at 15 deg a 32 m drop
needs 119.4 m of horizontal run -- about 59.7 m per switchback leg. That is
a long walk between strates. It is the honest consequence of "walkable",
not a tuning artifact, and the alternative is a steeper number.
⭐ AND THE ROOT CAUSE GOT NAMED A THIRD TIME, by Codex mid-run: "the round
tube was hollow air but had no authored support strip, so 'open' still did
not mean 'standable'." Tunnels now carry a floor band, and the root join
terminates in the finite origin room rather than an annular shaft hub.
Measured, commandlet sweep, 8 archetypes x 8 seeds, 64/64 valid:
origin column has player-fit cells 17/64 -> 63/64
origin column reachable 0/64 -> 7/64
arrival landing probes 315/320 fit AND in the arrival component
tunnel audit 5,916/5,916 floor and capsule samples pass; zero gradient,
floor, capsule, geometry or seal failures
narrow-gap events 0 box verdicts 14 checked, 0 violations
⚠️ arrival->departure is 6/64. The landings and tunnels are now provably
walkable; what remains is the INTRA-STRATE vertical connectivity problem
found in 6b91669 -- floors at different levels inside a strate with nothing
joining them. Separate and larger. Not tuned toward.
⚠️ PROCESS: this took 5.7 hours, of which Codex used 4 SECONDS of CPU. The
rest was polling the 73-minute automation suite at ~10% machine load. The
commandlet exists to avoid exactly that. New rule recorded: iterate with the
commandlet, full suite ONCE at the end.
Editor + Shipping builds clean. Automation 32/32, 0 failed.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_012aheo2crrZmHuYtPpdY2Cb
This commit is contained in:
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@@ -120,6 +120,165 @@ namespace
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}
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}
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static float VF_BoundarySealThicknessForDefinition(
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const UVoxelStrateDefinition& Definition)
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{
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switch (Definition.GeneratorType)
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{
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case ECaveGeneratorType::TunnelNetwork:
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case ECaveGeneratorType::Underwater:
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return Definition.GenerationParams.BoundarySealThickness;
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case ECaveGeneratorType::FlatPlain:
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case ECaveGeneratorType::CrystalChamber:
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return Definition.SlabParams.BoundarySealThickness;
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case ECaveGeneratorType::Maze:
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return Definition.MazeParams.BoundarySealThickness;
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case ECaveGeneratorType::SurfaceWorld:
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return Definition.SurfaceParams.BoundarySealThickness;
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case ECaveGeneratorType::VerticalShafts:
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return Definition.VerticalShaftParams.BoundarySealThickness;
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case ECaveGeneratorType::FloatingIslands:
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return Definition.FloatingIslandParams.BoundarySealThickness;
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default:
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return 0.0f;
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}
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}
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/**
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* The default inter-strate tunnel is a carved tube plus an explicit support slab. The tube's
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* rounded SDF guarantees clearance, but it cannot guarantee a standable surface over a source
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* field or a disturbance that was solid before the passage post. Project the query into the
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* nearest horizontal control segment and return the conservative floor carried by that segment.
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* This is a fixed-size arithmetic loop over the already-built descriptor; it performs no source
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* search, allocation, or topology work.
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*/
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static bool VF_IsWalkableTunnelFloor(
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const FVoxelPassage& Passage,
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const FVector& Position)
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{
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if (!Passage.bWalkableTunnelContract
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|| Passage.ControlPoints.Num() < 2
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|| Passage.ControlRadii.Num() != Passage.ControlPoints.Num())
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{
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return false;
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}
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float FloorZ = 0.0f;
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float SupportRadius = 0.0f;
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if (!VoxelPassageGeometry::ProjectWalkableTunnelFloor(
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Passage.ControlPoints, Passage.ControlRadii, Position,
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FloorZ, SupportRadius))
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{
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return false;
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}
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return Position.Z <= FloorZ + KINDA_SMALL_NUMBER
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&& Position.Z > FloorZ - VoxelPassageGeometry::LandingFloorThicknessVoxels;
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}
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static bool VF_IsWalkableTunnelAir(
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const FVoxelPassage& Passage,
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const FVector& Position)
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{
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if (!Passage.bWalkableTunnelContract
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|| Passage.ControlPoints.Num() < 2
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|| Passage.ControlRadii.Num() != Passage.ControlPoints.Num())
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{
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return false;
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}
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float FloorZ = 0.0f;
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float SupportRadius = 0.0f;
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if (!VoxelPassageGeometry::ProjectWalkableTunnelFloor(
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Passage.ControlPoints, Passage.ControlRadii, Position,
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FloorZ, SupportRadius))
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{
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return false;
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}
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// The carved tube is wider than this guaranteed core. The core is deliberately expressed as
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// a vertical prism over the projected floor: it gives the final-density player stencil a
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// stable air volume even when a source archetype or a disturbance would otherwise refill the
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// shallow part of the rounded SDF. The floor writer below owns the closed lower face.
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const float AirHeight = 2.0f * SupportRadius;
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return Position.Z > FloorZ
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+ VoxelPassageGeometry::WalkableTunnelFloorAirClearanceVoxels
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&& Position.Z < FloorZ + AirHeight - KINDA_SMALL_NUMBER;
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}
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static bool VF_FindWalkableTunnelAir(
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const UVoxelStrateManager* Manager,
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const FVector& Position,
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int32& OutPassageIndex,
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float& OutFloorZ,
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float& OutSupportRadius)
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{
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OutPassageIndex = INDEX_NONE;
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OutFloorZ = 0.0f;
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OutSupportRadius = 0.0f;
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if (Manager == nullptr)
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{
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return false;
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}
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const FIntVector ChunkCoord(
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FMath::FloorToInt(Position.X / (float)CHUNK_SIZE),
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FMath::FloorToInt(Position.Y / (float)CHUNK_SIZE),
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FMath::FloorToInt(Position.Z / (float)CHUNK_SIZE));
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const TArray<int32>& Nearby = VF_GetNearbyPassages(Manager, ChunkCoord);
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const TArray<FVoxelPassage>& Passages = Manager->GetPassages();
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for (const int32 PassageIndex : Nearby)
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{
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if (!Passages.IsValidIndex(PassageIndex))
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{
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continue;
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}
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const FVoxelPassage& Passage = Passages[PassageIndex];
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if (FVector::DistSquared(Position, Passage.BoundCenter) > Passage.BoundRadiusSq
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|| !VF_IsWalkableTunnelAir(Passage, Position))
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{
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continue;
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}
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VoxelPassageGeometry::ProjectWalkableTunnelFloor(
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Passage.ControlPoints, Passage.ControlRadii, Position,
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OutFloorZ, OutSupportRadius);
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OutPassageIndex = PassageIndex;
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return true;
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}
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return false;
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}
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static bool VF_IsAnyPassageFloorAt(
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const UVoxelStrateManager* Manager,
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const FVector& Position)
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{
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if (Manager == nullptr)
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{
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return false;
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}
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const FIntVector ChunkCoord(
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FMath::FloorToInt(Position.X / (float)CHUNK_SIZE),
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FMath::FloorToInt(Position.Y / (float)CHUNK_SIZE),
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FMath::FloorToInt(Position.Z / (float)CHUNK_SIZE));
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const TArray<int32>& Nearby = VF_GetNearbyPassages(Manager, ChunkCoord);
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const TArray<FVoxelPassage>& Passages = Manager->GetPassages();
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for (const int32 PassageIndex : Nearby)
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{
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if (!Passages.IsValidIndex(PassageIndex))
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{
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continue;
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}
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const FVoxelPassage& Passage = Passages[PassageIndex];
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if (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
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|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding)
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|| VF_IsWalkableTunnelFloor(Passage, Position))
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{
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return true;
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}
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}
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return false;
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}
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bool UVoxelStrateManager::Initialize(UVoxelSettings* Settings, int32 WorldSeed)
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{
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if (!Settings)
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@@ -756,14 +915,23 @@ void UVoxelStrateManager::GeneratePassages()
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}
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};
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const auto CommonRootFloorFor = [](float StrateTopZ, float StrateBottomZ,
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float BoundarySealThickness) -> float
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const auto CommonRootFloorFor = [&](float StrateTopZ, float StrateBottomZ,
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float BoundarySealThickness) -> float
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{
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// The two mouth queries may legitimately return floors near opposite strate faces. A
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// shared root level is therefore derived from the strate bounds, never from passage
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// iteration order. Leave the floor slab and the full 12-voxel connector clearance beyond
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// the four-voxel passage blend away from both seals; the landing builder repeats this
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// clamp as its final safety boundary.
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// The two mouth queries may legitimately return floors near opposite strate faces. The
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// root is the origin landing room's floor, not a hidden continuous shaft and not a
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// passage-order-dependent midpoint. Reusing the same top-anchored geometry here makes
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// every connector meet the (0,0) room at its actual support level.
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const VoxelPassageGeometry::FOriginLandingGeometry OriginLanding =
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VoxelPassageGeometry::BuildOriginLandingGeometry(
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StrateTopZ, StrateBottomZ, BoundarySealThickness, OriginSpineRadius);
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if (OriginLanding.bValid)
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{
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return OriginLanding.FloorZ;
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}
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// Malformed tiny strates still fail closed. This fallback is only for the descriptor
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// builder's diagnostic path; normal authored strates always satisfy the room interval.
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const float Seal = FMath::Max(BoundarySealThickness, 0.0f);
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const float InnerBottom = StrateBottomZ + Seal;
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const float InnerTop = StrateTopZ - Seal;
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@@ -790,8 +958,9 @@ void UVoxelStrateManager::GeneratePassages()
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const FStrateSlot& Upper = StrateLayout[i];
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const FStrateSlot& Lower = StrateLayout[i + 1];
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// This (upper) strate's PassageConfig controls the descent tunnels to the layer
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// below. The (0,0) spine descent is separate (player-dug); these are the shortcuts.
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// This (upper) strate's PassageConfig controls the progression tunnel to the layer below.
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// Each strate already owns a finite (0,0) landing room; this passage is the connection
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// that opens the next room rather than a second vertical spine.
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const UVoxelStrateDefinition* UpperDef = Upper.Definition;
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if (!UpperDef) continue;
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const FStratePassageConfig& Cfg = UpperDef->PassageConfig;
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@@ -821,10 +990,25 @@ void UVoxelStrateManager::GeneratePassages()
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FVoxelPassage Passage;
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Passage.UpperStrateIndex = i;
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Passage.LowerStrateIndex = i + 1;
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// PassageType has no random draw in the current implementation; preserve its existing
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// default while PassageConfig::Style controls the generated control-point shape.
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// PassageType n'a pas de tirage aléatoire ici ; conserver son défaut, tandis que
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// PassageConfig::Style contrôle la forme des points de contrôle générés.
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// The authored style is also reflected in the legacy passage type. In particular,
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// only Straight receives the walkable-tunnel contract; a future style roll cannot
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// silently inherit the default's player-fit promise.
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switch (Cfg.Style)
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{
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case EVoxelPassageStyle::Straight:
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Passage.PassageType = EVoxelPassageType::SlopedTunnel;
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break;
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case EVoxelPassageStyle::Spiral:
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Passage.PassageType = EVoxelPassageType::SpiralDescent;
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break;
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case EVoxelPassageStyle::Cascading:
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Passage.PassageType = EVoxelPassageType::CascadingDrops;
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break;
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case EVoxelPassageStyle::Worm:
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default:
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Passage.PassageType = EVoxelPassageType::CrackCrevice;
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break;
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}
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// PLACEMENT: random angle, distance from the (0,0) spine within config range.
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const float Angle = PassageRandom01(PassageSaltAngle) * (2.0f * PI);
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@@ -1142,7 +1326,223 @@ void UVoxelStrateManager::GeneratePassages()
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if (Passage.UpperLanding.bHasNetworkConnector) ++NumUpperRootConnectors;
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if (Passage.LowerLanding.bHasNetworkConnector) ++NumLowerRootConnectors;
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if (Passage.ControlPoints.Num() > 0)
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if (Cfg.Style == EVoxelPassageStyle::Straight
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&& Passage.UpperLanding.HalfWidth > 0.0f
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&& Passage.LowerLanding.HalfWidth > 0.0f)
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{
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// BASE CONNECTION: a walkable two-leg switchback. A direct line between the
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// mouths would often be nearly vertical because both requests are placed at the
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// same XY radius. Put the turn on the perpendicular bisector and give each leg
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// at least half of the horizontal run required by the named 15-degree law.
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// This is deliberately a construction rule, not a seed-dependent observation.
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const float SwitchbackAngle =
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PassageRandom01(PassageSaltUpperDoor) * 2.0f * PI;
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FVector2D SwitchbackDirection(
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FMath::Cos(SwitchbackAngle), FMath::Sin(SwitchbackAngle));
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if (!SwitchbackDirection.Normalize())
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{
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SwitchbackDirection = FVector2D(1.0f, 0.0f);
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}
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const FVector DoorDirection(
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SwitchbackDirection.X, SwitchbackDirection.Y, 0.0f);
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Passage.UpperLanding.DoorDirection = DoorDirection;
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// A real switchback turns around: the lower doorway faces back toward the upper
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// leg. Keeping both doors on the same side would make the two sloped legs retrace
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// one XY line at different heights, leaving the floor projection ambiguous.
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const FVector TunnelLowerDoorDirection = -DoorDirection;
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Passage.LowerLanding.DoorDirection = TunnelLowerDoorDirection;
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const float UpperDoorOffset = FMath::Max(
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Passage.UpperLanding.HalfWidth - 1.0f, 0.0f);
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const float LowerDoorOffset = FMath::Max(
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Passage.LowerLanding.HalfWidth - 1.0f, 0.0f);
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const float SafeMouthRadius = FMath::Max(
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FMath::Abs(Cfg.MouthRadius), 1.0f);
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Passage.UpperLanding.DoorPoint =
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Passage.UpperLanding.StandingPoint + DoorDirection * UpperDoorOffset;
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Passage.UpperLanding.DoorPoint.Z =
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Passage.UpperLanding.FloorZ + SafeMouthRadius;
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Passage.LowerLanding.DoorPoint =
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Passage.LowerLanding.StandingPoint
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+ TunnelLowerDoorDirection * LowerDoorOffset;
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Passage.LowerLanding.DoorPoint.Z =
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Passage.LowerLanding.FloorZ + SafeMouthRadius;
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const FVector UpperDoor = Passage.UpperLanding.DoorPoint;
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const FVector LowerDoor = Passage.LowerLanding.DoorPoint;
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// Keep a short level apron beyond each room floor. The door anchor is one voxel
|
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// inside the room's support square; a diagonal door direction can therefore need
|
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// several voxels before it leaves that square and its four-voxel SDF blend.
|
||||
// The level apron must clear the room half-width, the tube radius, and the
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// smooth carve band before the sloped leg begins. The final six-voxel transition
|
||||
// is measured from that clear point back toward the turn, so include it too. For
|
||||
// the default 8-voxel half-width / 6-voxel mouth this is 17 voxels (4.25 m), not
|
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// the old 6-voxel minimum that left the sloped capsule inside the landing room.
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const float LandingApron = FMath::Max(
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VoxelPassageGeometry::WalkableTunnelLandingApronVoxels,
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VoxelPassageGeometry::WalkableTunnelTurnTransitionVoxels
|
||||
+ SafeMouthRadius
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||||
+ VoxelPassageGeometry::LandingCarveBlendVoxels
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+ 1.0f);
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const FVector UpperApronEnd = UpperDoor
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+ DoorDirection * LandingApron;
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const FVector LowerApronBegin = LowerDoor
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+ TunnelLowerDoorDirection * LandingApron;
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const float VerticalDrop = FMath::Abs(UpperDoor.Z - LowerDoor.Z);
|
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const float UpperFloorZ = VoxelPassageGeometry::TunnelFloorZ(
|
||||
UpperDoor, Cfg.MouthRadius);
|
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const float LowerFloorZ = VoxelPassageGeometry::TunnelFloorZ(
|
||||
LowerDoor, Cfg.MouthRadius);
|
||||
const float MidFloorZ = 0.5f * (UpperFloorZ + LowerFloorZ);
|
||||
const FVector2D RampStartMid(
|
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0.5f * (UpperApronEnd.X + LowerApronBegin.X),
|
||||
0.5f * (UpperApronEnd.Y + LowerApronBegin.Y));
|
||||
// The turn offset must be perpendicular to the actual two-apron endpoint chord,
|
||||
// not merely perpendicular to the standing-point chord. Opposite-facing doors
|
||||
// add their offsets to that chord; using the old direction could make the two
|
||||
// sloped legs nearly collinear and bring the lower leg back beside the upper door.
|
||||
FVector2D TurnDirection(
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LowerApronBegin.Y - UpperApronEnd.Y,
|
||||
-(LowerApronBegin.X - UpperApronEnd.X));
|
||||
if (!TurnDirection.Normalize())
|
||||
{
|
||||
TurnDirection = FVector2D(-DoorDirection.Y, DoorDirection.X);
|
||||
if (!TurnDirection.Normalize())
|
||||
{
|
||||
TurnDirection = FVector2D(0.0f, 1.0f);
|
||||
}
|
||||
}
|
||||
// There are two sides on which the switchback can turn. Choose the side whose
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||||
// two sloped legs initially move away from their own landing rooms; the old fixed
|
||||
// sign could send a slope back through a room floor before reaching open space.
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||||
FVector2D UpperOutward(
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UpperApronEnd.X - Passage.UpperLanding.StandingPoint.X,
|
||||
UpperApronEnd.Y - Passage.UpperLanding.StandingPoint.Y);
|
||||
FVector2D LowerOutward(
|
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LowerApronBegin.X - Passage.LowerLanding.StandingPoint.X,
|
||||
LowerApronBegin.Y - Passage.LowerLanding.StandingPoint.Y);
|
||||
UpperOutward.Normalize();
|
||||
LowerOutward.Normalize();
|
||||
const float TurnOffsetForScore =
|
||||
0.5f * VoxelPassageGeometry::RequiredHorizontalRunForFloorDrop(
|
||||
UpperFloorZ - 0.5f * (UpperFloorZ + LowerFloorZ),
|
||||
0.5f * (UpperFloorZ + LowerFloorZ) - LowerFloorZ)
|
||||
+ VoxelPassageGeometry::WalkableTunnelTurnTransitionVoxels;
|
||||
const FVector2D TurnMidPlus(
|
||||
RampStartMid.X + TurnDirection.X * TurnOffsetForScore,
|
||||
RampStartMid.Y + TurnDirection.Y * TurnOffsetForScore);
|
||||
const FVector2D TurnMidMinus(
|
||||
RampStartMid.X - TurnDirection.X * TurnOffsetForScore,
|
||||
RampStartMid.Y - TurnDirection.Y * TurnOffsetForScore);
|
||||
const auto OutwardTurnScore = [
|
||||
&UpperOutward, &LowerOutward, &UpperApronEnd, &LowerApronBegin]
|
||||
(const FVector2D& Candidate) -> float
|
||||
{
|
||||
return FVector2D::DotProduct(
|
||||
Candidate - FVector2D(
|
||||
UpperApronEnd.X, UpperApronEnd.Y), UpperOutward)
|
||||
+ FVector2D::DotProduct(
|
||||
FVector2D(LowerApronBegin.X, LowerApronBegin.Y) - Candidate,
|
||||
LowerOutward);
|
||||
};
|
||||
if (OutwardTurnScore(TurnMidMinus) > OutwardTurnScore(TurnMidPlus))
|
||||
{
|
||||
TurnDirection *= -1.0f;
|
||||
}
|
||||
const float UpperFloorDrop = UpperFloorZ - MidFloorZ;
|
||||
const float LowerFloorDrop = MidFloorZ - LowerFloorZ;
|
||||
const float RequiredHorizontalRun =
|
||||
VoxelPassageGeometry::RequiredHorizontalRunForFloorDrop(
|
||||
UpperFloorDrop, LowerFloorDrop);
|
||||
// Move the level turn farther than half the required run. Each slope then loses
|
||||
// only the named transition length to its level segment and still retains the
|
||||
// full horizontal run required by the 15-degree floor law.
|
||||
const float TurnTransition =
|
||||
VoxelPassageGeometry::WalkableTunnelTurnTransitionVoxels;
|
||||
const float TurnOffset =
|
||||
0.5f * RequiredHorizontalRun + TurnTransition;
|
||||
const FVector2D FloorSafeDoorMid(
|
||||
RampStartMid.X
|
||||
+ TurnDirection.X * TurnOffset,
|
||||
RampStartMid.Y
|
||||
+ TurnDirection.Y * TurnOffset);
|
||||
FVector2D UpperSlopeDirection(
|
||||
FloorSafeDoorMid.X - UpperApronEnd.X,
|
||||
FloorSafeDoorMid.Y - UpperApronEnd.Y);
|
||||
if (!UpperSlopeDirection.Normalize())
|
||||
{
|
||||
UpperSlopeDirection = FVector2D(
|
||||
DoorDirection.X, DoorDirection.Y);
|
||||
}
|
||||
FVector2D LowerSlopeDirection(
|
||||
LowerApronBegin.X - FloorSafeDoorMid.X,
|
||||
LowerApronBegin.Y - FloorSafeDoorMid.Y);
|
||||
if (!LowerSlopeDirection.Normalize())
|
||||
{
|
||||
LowerSlopeDirection = -UpperSlopeDirection;
|
||||
}
|
||||
const FVector2D UpperSlopeStartXY(
|
||||
UpperApronEnd.X + UpperSlopeDirection.X * TurnTransition,
|
||||
UpperApronEnd.Y + UpperSlopeDirection.Y * TurnTransition);
|
||||
const FVector2D LowerSlopeEndXY(
|
||||
LowerApronBegin.X - LowerSlopeDirection.X * TurnTransition,
|
||||
LowerApronBegin.Y - LowerSlopeDirection.Y * TurnTransition);
|
||||
const FVector UpperApronEndPoint(
|
||||
UpperApronEnd.X, UpperApronEnd.Y,
|
||||
UpperFloorZ + FMath::Abs(Cfg.MouthRadius));
|
||||
const FVector UpperSlopeStart(
|
||||
UpperSlopeStartXY.X, UpperSlopeStartXY.Y,
|
||||
UpperFloorZ + FMath::Abs(Cfg.MouthRadius));
|
||||
const FVector MidPoint(
|
||||
FloorSafeDoorMid.X, FloorSafeDoorMid.Y,
|
||||
MidFloorZ + FMath::Abs(Cfg.MidRadius));
|
||||
const FVector LowerSlopeEnd(
|
||||
LowerSlopeEndXY.X, LowerSlopeEndXY.Y,
|
||||
LowerFloorZ + FMath::Abs(Cfg.MouthRadius));
|
||||
const FVector LowerApronBeginPoint(
|
||||
LowerApronBegin.X, LowerApronBegin.Y,
|
||||
LowerFloorZ + FMath::Abs(Cfg.MouthRadius));
|
||||
|
||||
Passage.ControlPoints.Reset(7);
|
||||
Passage.ControlRadii.Reset(7);
|
||||
Passage.ControlPoints.Add(UpperDoor);
|
||||
Passage.ControlPoints.Add(UpperApronEndPoint);
|
||||
Passage.ControlPoints.Add(UpperSlopeStart);
|
||||
Passage.ControlPoints.Add(MidPoint);
|
||||
Passage.ControlPoints.Add(LowerSlopeEnd);
|
||||
Passage.ControlPoints.Add(LowerApronBeginPoint);
|
||||
Passage.ControlPoints.Add(LowerDoor);
|
||||
Passage.ControlRadii.Add(Cfg.MouthRadius);
|
||||
Passage.ControlRadii.Add(Cfg.MouthRadius);
|
||||
Passage.ControlRadii.Add(Cfg.MouthRadius);
|
||||
Passage.ControlRadii.Add(Cfg.MidRadius);
|
||||
Passage.ControlRadii.Add(Cfg.MouthRadius);
|
||||
Passage.ControlRadii.Add(Cfg.MouthRadius);
|
||||
Passage.ControlRadii.Add(Cfg.MouthRadius);
|
||||
|
||||
Passage.PassageType = EVoxelPassageType::SlopedTunnel;
|
||||
Passage.bWalkableTunnelContract = true;
|
||||
Passage.TunnelMaxGradientDegrees =
|
||||
VoxelPassageGeometry::WalkableTunnelMaxGradientDegrees;
|
||||
Passage.TunnelVerticalDropVoxels = VerticalDrop;
|
||||
Passage.TunnelRequiredHorizontalRunVoxels = RequiredHorizontalRun;
|
||||
Passage.TunnelHorizontalPathLengthVoxels = 0.0f;
|
||||
for (int32 ControlIndex = 0;
|
||||
ControlIndex + 1 < Passage.ControlPoints.Num();
|
||||
++ControlIndex)
|
||||
{
|
||||
Passage.TunnelHorizontalPathLengthVoxels += FVector2D(
|
||||
Passage.ControlPoints[ControlIndex + 1].X
|
||||
- Passage.ControlPoints[ControlIndex].X,
|
||||
Passage.ControlPoints[ControlIndex + 1].Y
|
||||
- Passage.ControlPoints[ControlIndex].Y).Size();
|
||||
}
|
||||
Passage.TunnelMinimumClearWidthVoxels = 2.0f * FMath::Max(
|
||||
FMath::Min(FMath::Abs(Cfg.MouthRadius), FMath::Abs(Cfg.MidRadius)),
|
||||
0.0f);
|
||||
Passage.TunnelClearHeightVoxels = Passage.TunnelMinimumClearWidthVoxels;
|
||||
}
|
||||
else if (Passage.ControlPoints.Num() > 0)
|
||||
{
|
||||
Passage.ControlPoints[0] = Passage.UpperLanding.DoorPoint;
|
||||
Passage.ControlPoints.Last() = Passage.LowerLanding.DoorPoint;
|
||||
@@ -1258,36 +1658,61 @@ void UVoxelStrateManager::GeneratePassages()
|
||||
*NoQueryList);
|
||||
|
||||
//=========================================================================
|
||||
// SURFACE ENTRY SHAFT — the one auto-opened (0,0) connection.
|
||||
// A straight vertical shaft at (0,0) piercing the TOP seal of the topmost
|
||||
// strate, so the world begins with "a hole opened to the surface". All other
|
||||
// (0,0) descents between strates remain player-dug.
|
||||
// SURFACE ENTRY — the one optional above-ground opening.
|
||||
// It opens the top seal and stops at the ceiling of strate 0's origin landing room. It does
|
||||
// not continue down the room or into lower strates: every lower seal remains closed until the
|
||||
// corresponding progression passage is opened.
|
||||
//=========================================================================
|
||||
if (bOpenSurfaceEntry && StrateLayout.Num() > 0)
|
||||
if (bOpenSurfaceEntry && OriginSpineRadius > 0.0f && StrateLayout.Num() > 0)
|
||||
{
|
||||
const FStrateSlot& Top = StrateLayout[0];
|
||||
const float TopZ = (float)(Top.TopChunkZ + 1) * CHUNK_SIZE;
|
||||
|
||||
FVoxelPassage Entry;
|
||||
Entry.UpperStrateIndex = 0;
|
||||
Entry.LowerStrateIndex = 0;
|
||||
Entry.PassageType = EVoxelPassageType::VerticalShaft;
|
||||
Entry.Radius = FMath::Max(OriginSpineRadius * 0.7f, 4.0f);
|
||||
// From a little above the strate top (open air outside all strates) down
|
||||
// past the seal into the interior, so the seal at (0,0) is breached.
|
||||
Entry.UpperPoint = FVector(0.0f, 0.0f, TopZ + CHUNK_SIZE);
|
||||
Entry.LowerPoint = FVector(0.0f, 0.0f, TopZ - CHUNK_SIZE);
|
||||
const float BottomZ = (float)Top.BottomChunkZ * CHUNK_SIZE;
|
||||
const float TopSeal = Top.Definition
|
||||
? BoundarySealThicknessFor(*Top.Definition) : 0.0f;
|
||||
const VoxelPassageGeometry::FOriginLandingGeometry OriginLanding =
|
||||
VoxelPassageGeometry::BuildOriginLandingGeometry(
|
||||
TopZ, BottomZ, TopSeal, OriginSpineRadius);
|
||||
if (!OriginLanding.bValid)
|
||||
{
|
||||
const FVector C = (Entry.UpperPoint + Entry.LowerPoint) * 0.5f;
|
||||
const float R = (float)FVector::Dist(C, Entry.UpperPoint) + Entry.Radius + 4.0f;
|
||||
Entry.BoundCenter = C;
|
||||
Entry.BoundRadius = R;
|
||||
Entry.BoundRadiusSq = R * R;
|
||||
UE_LOG(LogTemp, Warning,
|
||||
TEXT("[StrateManager] Surface entry skipped: top origin landing has no seal-safe room interval."));
|
||||
}
|
||||
Passages.Add(Entry);
|
||||
else
|
||||
{
|
||||
FVoxelPassage Entry;
|
||||
Entry.UpperStrateIndex = 0;
|
||||
Entry.LowerStrateIndex = 0;
|
||||
// Keep the legacy type: this is the explicitly opted-in above-ground vertical opening,
|
||||
// not the default inter-strate descent style.
|
||||
Entry.PassageType = EVoxelPassageType::VerticalShaft;
|
||||
Entry.Radius = FMath::Max(OriginSpineRadius * 0.7f, 4.0f);
|
||||
Entry.UpperPoint = FVector(0.0f, 0.0f, TopZ + CHUNK_SIZE);
|
||||
// The capsule's lower tangent meets the room ceiling; it never bores through the
|
||||
// room's floor or creates an origin column in strate 0.
|
||||
Entry.LowerPoint = FVector(
|
||||
0.0f, 0.0f, OriginLanding.CeilingZ + Entry.Radius);
|
||||
Entry.ControlPoints.Reset(2);
|
||||
Entry.ControlPoints.Add(Entry.UpperPoint);
|
||||
Entry.ControlPoints.Add(Entry.LowerPoint);
|
||||
Entry.ControlRadii.Reset(2);
|
||||
Entry.ControlRadii.Add(Entry.Radius);
|
||||
Entry.ControlRadii.Add(Entry.Radius);
|
||||
Entry.TunnelClearHeightVoxels = 2.0f * Entry.Radius;
|
||||
Entry.TunnelMinimumClearWidthVoxels = 2.0f * Entry.Radius;
|
||||
{
|
||||
const FVector C = (Entry.UpperPoint + Entry.LowerPoint) * 0.5f;
|
||||
const float R = (float)FVector::Dist(C, Entry.UpperPoint) + Entry.Radius + 4.0f;
|
||||
Entry.BoundCenter = C;
|
||||
Entry.BoundRadius = R;
|
||||
Entry.BoundRadiusSq = R * R;
|
||||
}
|
||||
Passages.Add(Entry);
|
||||
|
||||
UE_LOG(LogTemp, Log, TEXT("[StrateManager] Surface entry shaft at (0,0) topZ=%.0f R=%.1f"),
|
||||
TopZ, Entry.Radius);
|
||||
UE_LOG(LogTemp, Log,
|
||||
TEXT("[StrateManager] Surface entry opening at (0,0) topZ=%.0f roomFloor=%.1f roomCeiling=%.1f R=%.1f"),
|
||||
TopZ, OriginLanding.FloorZ, OriginLanding.CeilingZ, Entry.Radius);
|
||||
}
|
||||
}
|
||||
|
||||
// Invalidate any thread_local per-chunk passage shortlists (see EvaluateModifierSDF).
|
||||
@@ -1383,7 +1808,8 @@ void UVoxelStrateManager::ApplyPassageModifier(
|
||||
{
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
if (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
|
||||
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding))
|
||||
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding)
|
||||
|| VF_IsWalkableTunnelFloor(Passage, Position))
|
||||
{
|
||||
// This is the one bidirectional part of PassageCarveOp: a floor is a proved solid
|
||||
// support slab. It is deliberately applied after the air carve so a tube can never
|
||||
@@ -1392,6 +1818,12 @@ void UVoxelStrateManager::ApplyPassageModifier(
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// A neighbouring passage may own a floor at this XY while this point is in the air core of
|
||||
// the current walkable tunnel. Reassert tunnel air after all floor posts so overlap cannot
|
||||
// turn a valid route into a solid plug. At the tunnel's own floor the air predicate is false,
|
||||
// so the support plane remains solid.
|
||||
ApplyPassageTunnelAir(Density, WorldX, WorldY, WorldZ, BaseDensity, SealThickness);
|
||||
}
|
||||
|
||||
void UVoxelStrateManager::ApplyPassageLandingAir(
|
||||
@@ -1406,6 +1838,13 @@ void UVoxelStrateManager::ApplyPassageLandingAir(
|
||||
if (Nearby.Num() == 0) return;
|
||||
|
||||
const FVector Position(WorldX, WorldY, WorldZ);
|
||||
// A smooth room blend may overlap the end of a ramp. The analytic support plane owns that
|
||||
// overlap; otherwise landing air can erase the tunnel's final-density floor after the tunnel
|
||||
// air post has deliberately stopped above it.
|
||||
if (VF_IsAnyPassageFloorAt(this, Position))
|
||||
{
|
||||
return;
|
||||
}
|
||||
float MinLandingSDF = FLT_MAX;
|
||||
for (const int32 PassageIndex : Nearby)
|
||||
{
|
||||
@@ -1448,6 +1887,35 @@ void UVoxelStrateManager::ApplyPassageLandingAirMC(
|
||||
Density = -InternalDensity;
|
||||
}
|
||||
|
||||
void UVoxelStrateManager::ApplyPassageTunnelAir(
|
||||
float& Density, float WorldX, float WorldY, float WorldZ,
|
||||
float BaseDensity, float SealThickness) const
|
||||
{
|
||||
const FVector Position(WorldX, WorldY, WorldZ);
|
||||
int32 PassageIndex = INDEX_NONE;
|
||||
float FloorZ = 0.0f;
|
||||
float SupportRadius = 0.0f;
|
||||
const bool bFoundWalkableAir = VF_FindWalkableTunnelAir(
|
||||
this, Position, PassageIndex, FloorZ, SupportRadius);
|
||||
if (bFoundWalkableAir)
|
||||
{
|
||||
const float AirTarget = -(BaseDensity * 2.0f + SealThickness + 4.0f);
|
||||
Density = FMath::Min(Density, AirTarget);
|
||||
}
|
||||
}
|
||||
|
||||
void UVoxelStrateManager::ApplyPassageTunnelAirMC(
|
||||
float& Density, float WorldX, float WorldY, float WorldZ,
|
||||
float BaseDensity, float SealThickness) const
|
||||
{
|
||||
// The disturbance layer uses MC polarity (negative = solid), so reuse the exact internal
|
||||
// tunnel-air operation rather than maintaining a second polarity-specific formula.
|
||||
float InternalDensity = -Density;
|
||||
ApplyPassageTunnelAir(
|
||||
InternalDensity, WorldX, WorldY, WorldZ, BaseDensity, SealThickness);
|
||||
Density = -InternalDensity;
|
||||
}
|
||||
|
||||
void UVoxelStrateManager::ApplyPassageLandingFloorMC(
|
||||
float& Density, float WorldX, float WorldY, float WorldZ, float BaseDensity) const
|
||||
{
|
||||
@@ -1461,7 +1929,8 @@ void UVoxelStrateManager::ApplyPassageLandingFloorMC(
|
||||
{
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
if (VF_IsPassageLandingFloor(Position, Passage.UpperLanding)
|
||||
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding))
|
||||
|| VF_IsPassageLandingFloor(Position, Passage.LowerLanding)
|
||||
|| VF_IsWalkableTunnelFloor(Passage, Position))
|
||||
{
|
||||
// Result is in MC convention here (negative = solid). This reassertion is the
|
||||
// structural floor backstop after the optional MC-space disturbance layer.
|
||||
@@ -1471,6 +1940,46 @@ void UVoxelStrateManager::ApplyPassageLandingFloorMC(
|
||||
}
|
||||
}
|
||||
|
||||
static bool VF_IsPassageRoomFloor(
|
||||
const FVector& Position, const FVoxelPassageLanding& Landing)
|
||||
{
|
||||
if (!FMath::IsFinite(Position.X) || !FMath::IsFinite(Position.Y)
|
||||
|| !FMath::IsFinite(Position.Z) || !FMath::IsFinite(Landing.FloorZ)
|
||||
|| !FMath::IsFinite(Landing.FloorThickness)
|
||||
|| Landing.FloorThickness <= 0.0f || Landing.HalfWidth <= 0.0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return Position.Z <= Landing.FloorZ + KINDA_SMALL_NUMBER
|
||||
&& Position.Z > Landing.FloorZ - Landing.FloorThickness
|
||||
&& FMath::Abs(Position.X - Landing.StandingPoint.X)
|
||||
<= FMath::Max(Landing.HalfWidth - 1.0f, 0.0f)
|
||||
&& FMath::Abs(Position.Y - Landing.StandingPoint.Y)
|
||||
<= FMath::Max(Landing.HalfWidth - 1.0f, 0.0f);
|
||||
}
|
||||
|
||||
void UVoxelStrateManager::ApplyPassageLandingRoomFloorMC(
|
||||
float& Density, float WorldX, float WorldY, float WorldZ,
|
||||
float BaseDensity) const
|
||||
{
|
||||
const FIntVector ChunkCoord(
|
||||
FMath::FloorToInt(WorldX / (float)CHUNK_SIZE),
|
||||
FMath::FloorToInt(WorldY / (float)CHUNK_SIZE),
|
||||
FMath::FloorToInt(WorldZ / (float)CHUNK_SIZE));
|
||||
const TArray<int32>& Nearby = VF_GetNearbyPassages(this, ChunkCoord);
|
||||
const FVector Position(WorldX, WorldY, WorldZ);
|
||||
for (const int32 PassageIndex : Nearby)
|
||||
{
|
||||
const FVoxelPassage& Passage = Passages[PassageIndex];
|
||||
if (VF_IsPassageRoomFloor(Position, Passage.UpperLanding)
|
||||
|| VF_IsPassageRoomFloor(Position, Passage.LowerLanding))
|
||||
{
|
||||
Density = FMath::Min(Density, -BaseDensity);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool UVoxelStrateManager::AnyPassageNearBox(const FVector& MinVoxel, const FVector& MaxVoxel) const
|
||||
{
|
||||
// Le carve d'un passage atteint ModSDF < PASSAGE_BLEND_RADIUS (4, VoxelGenerator.cpp) au-delà de
|
||||
@@ -1564,20 +2073,48 @@ bool UVoxelStrateManager::AnyPassageLandingFloorNearBox(
|
||||
return true;
|
||||
}
|
||||
|
||||
if (Landing->RootSpineRadius >= 0.0f)
|
||||
}
|
||||
}
|
||||
|
||||
// The default tube also owns a three-voxel support band. Its conservative segment AABB
|
||||
// keeps a classifier from proving AllAir over the floor and then dropping that support
|
||||
// during meshing. False positives are intentional; false negatives would be a hole.
|
||||
if (Passage.bWalkableTunnelContract
|
||||
&& Passage.ControlPoints.Num() >= 2
|
||||
&& Passage.ControlRadii.Num() == Passage.ControlPoints.Num())
|
||||
{
|
||||
constexpr float Pad = 1.0f;
|
||||
for (int32 SegmentIndex = 0;
|
||||
SegmentIndex + 1 < Passage.ControlPoints.Num();
|
||||
++SegmentIndex)
|
||||
{
|
||||
const FVector& A = Passage.ControlPoints[SegmentIndex];
|
||||
const FVector& B = Passage.ControlPoints[SegmentIndex + 1];
|
||||
const float SupportRadius = FMath::Max(
|
||||
FMath::Min(
|
||||
FMath::Abs(Passage.ControlRadii[SegmentIndex]),
|
||||
FMath::Abs(Passage.ControlRadii[SegmentIndex + 1])) - 0.5f,
|
||||
VoxelPassageGeometry::PlayerRadiusVoxels);
|
||||
const float FloorMinZ = FMath::Min(
|
||||
VoxelPassageGeometry::TunnelFloorZ(
|
||||
A, Passage.ControlRadii[SegmentIndex]),
|
||||
VoxelPassageGeometry::TunnelFloorZ(
|
||||
B, Passage.ControlRadii[SegmentIndex + 1]))
|
||||
- VoxelPassageGeometry::LandingFloorThicknessVoxels - Pad;
|
||||
const float FloorMaxZ = FMath::Max(
|
||||
VoxelPassageGeometry::TunnelFloorZ(
|
||||
A, Passage.ControlRadii[SegmentIndex]),
|
||||
VoxelPassageGeometry::TunnelFloorZ(
|
||||
B, Passage.ControlRadii[SegmentIndex + 1])) + Pad;
|
||||
const float FloorMinX = FMath::Min(A.X, B.X) - SupportRadius - Pad;
|
||||
const float FloorMaxX = FMath::Max(A.X, B.X) + SupportRadius + Pad;
|
||||
const float FloorMinY = FMath::Min(A.Y, B.Y) - SupportRadius - Pad;
|
||||
const float FloorMaxY = FMath::Max(A.Y, B.Y) + SupportRadius + Pad;
|
||||
if (FloorMaxX >= MinVoxel.X && FloorMinX <= MaxVoxel.X
|
||||
&& FloorMaxY >= MinVoxel.Y && FloorMinY <= MaxVoxel.Y
|
||||
&& FloorMaxZ >= MinVoxel.Z && FloorMinZ <= MaxVoxel.Z)
|
||||
{
|
||||
const float HubPad = Landing->RootSpineRadius
|
||||
+ Landing->ConnectorRadius + Pad;
|
||||
const float HubMinZ = Landing->RootFloorZ
|
||||
- Landing->FloorThickness - Pad;
|
||||
const float HubMaxZ = Landing->RootFloorZ + Pad;
|
||||
if (HubPad >= 0.0f
|
||||
&& HubPad >= MinVoxel.X && -HubPad <= MaxVoxel.X
|
||||
&& HubPad >= MinVoxel.Y && -HubPad <= MaxVoxel.Y
|
||||
&& HubMaxZ >= MinVoxel.Z && HubMinZ <= MaxVoxel.Z)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1585,6 +2122,48 @@ bool UVoxelStrateManager::AnyPassageLandingFloorNearBox(
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UVoxelStrateManager::AnyOriginLandingNearBox(
|
||||
const FVector& MinVoxel, const FVector& MaxVoxel) const
|
||||
{
|
||||
if (OriginSpineRadius <= 0.0f) return false;
|
||||
const FBox VoxelBox(MinVoxel, MaxVoxel);
|
||||
for (const FStrateSlot& Slot : StrateLayout)
|
||||
{
|
||||
if (Slot.Definition == nullptr) continue;
|
||||
const float TopZ = (static_cast<float>(Slot.TopChunkZ) + 1.0f) * CHUNK_SIZE;
|
||||
const float BottomZ = static_cast<float>(Slot.BottomChunkZ) * CHUNK_SIZE;
|
||||
if (VoxelPassageGeometry::OriginLandingRoomTouchesBox(
|
||||
VoxelBox, TopZ, BottomZ,
|
||||
VF_BoundarySealThicknessForDefinition(*Slot.Definition),
|
||||
OriginSpineRadius))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool UVoxelStrateManager::AnyOriginLandingFloorNearBox(
|
||||
const FVector& MinVoxel, const FVector& MaxVoxel) const
|
||||
{
|
||||
if (OriginSpineRadius <= 0.0f) return false;
|
||||
const FBox VoxelBox(MinVoxel, MaxVoxel);
|
||||
for (const FStrateSlot& Slot : StrateLayout)
|
||||
{
|
||||
if (Slot.Definition == nullptr) continue;
|
||||
const float TopZ = (static_cast<float>(Slot.TopChunkZ) + 1.0f) * CHUNK_SIZE;
|
||||
const float BottomZ = static_cast<float>(Slot.BottomChunkZ) * CHUNK_SIZE;
|
||||
if (VoxelPassageGeometry::OriginLandingFloorTouchesBox(
|
||||
VoxelBox, TopZ, BottomZ,
|
||||
VF_BoundarySealThicknessForDefinition(*Slot.Definition),
|
||||
OriginSpineRadius))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
//=============================================================================
|
||||
// QUERIES
|
||||
//=============================================================================
|
||||
|
||||
Reference in new issue
Block a user