feat: port FloatingIslands — the stack that runs backwards
6 of 8 archetypes ported. This one starts from VOID and FILLS where the other four start from ROCK and CARVE, which is what it was worth doing: neither end of the pile needed a new operator, only the opposite sign. FConstantRockSource -> FConstantFieldSource(+/-Base) AllSolid <-> AllAir FSdfCarveOp -> FSdfConvertOp(Sign = +/-1) carve <-> fill FSdfRoughnessMod 4th archetype, unchanged Only the island blob source is new. Multiplying by +/-1 is exact in IEEE-754, so the three already-green ports are bit-for-bit untouched. ClassifyBox can return AllAir for the first time in the plugin, and an island strate is by construction mostly empty — the test counts AllSolid and AllAir separately so an aggregate cannot hide whether that fired. Two bounds that would have been holes if assumed rather than derived: the island bound is one-sided (a hairline thread of matter hangs below each island down its axis, so only the TOP may reject), and the domain warp displaces X and Y independently, so the pad needs WarpAmp*sqrt(2). Also: AUDIT C1 was NOT closed. The 2026-07-27 sweep matched `SeedF * K` and this archetype's warp spells it `(float)S * K`, so one site survived — at seed 2e9 the warp flattens and every island snaps back to a perfect circle. Fixed in both paths in one pass so the equivalence test stays a valid oracle. Expect island silhouettes to change at large seeds. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -33,6 +33,13 @@ StrateManager provides params per chunk via `GetMaze/Surface/VerticalShaft/Float
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On top of the archetype, an optional **biome** layer (§8.14) modulates terrain & content WITHIN a
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strate via a window-invariant XY field — currently wired into SurfaceWorld.
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⚠️ **The `switch` above is no longer the only density path.** 6 of the 8 archetypes (all but
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TunnelNetwork and Underwater) also exist as **operator stacks**, selected per strate by
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`bUseOperatorStack` and evaluated instead of the `switch`; each is bit-identical to the function in
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its row. The design lives in `OPSTACK-PLAN.md` / `OPSTACK-DECOMPOSITION.md`, the symbol index in
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`CODEMAP §3.2d` — not repeated here. What matters for *this* document: the archetype table describes
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what the world IS, and both paths compute it.
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### 8.2 (0,0) spine & hybrid connections
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- `ApplyOriginSpine` (VoxelGenerator.cpp, static helper) carves a guaranteed open vertical
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column at XY (0,0) in every strate's **interior** (seals untouched). Radius =
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