feat(editor): walk a composed candidate in PIE + why rooms read angular

PART B -- the thing Jahni asked for: "any way to test those in game?"
A candidate existed only as measurements and PNGs. Now he can stand in one.

  Select the VoxelWorld actor in PIE -> Live Edit|Composer ->
  ComposerSeed / ComposerCandidateIndex / ComposerTargetStrateIndex /
  bComposerRollStructure -> click Apply Composer Candidate.

The button and the automation tests call the SAME roll wrapper, which was
the load-bearing requirement: a second roll path could drift, and then he
would be judging a different world than the contact sheet describes. A
determinism sample is logged on apply (seed, index, recipe, archetype,
metrics, epoch, eight-point density verdict) so drift is caught the day it
happens rather than in a month.

Hazards handled, since this is the first composer code to touch the live
runtime path: preflight materialisation before any live mutation, generation
and decoration tasks drained, PassagesVersion bumped to invalidate
thread_local caches, reuse of the existing RegenerateAllChunks / Epoch
invalidation rather than a new path, no Initialize() or GeneratePassages()
during apply (the re-entrancy trap), DiffLayer locks untouched, and custom
recipes conservatively force ClassifyTile to Mixed.

Scope is deliberate: a DENSITY-ONLY overlay. Layout height, authored
passages, content, water and biome metadata stay from the existing slot;
RebuildStrates() clears it. A full composed layout replacement needs a safe
rebuild path that does not exist yet.

Editor-only, verified: a Shipping build succeeds with the bridge excluded
(96/96 actions), so §3.1's "offline only, never on a player's machine"
still holds.

⚠️ UNVERIFIED BY DESIGN: a button cannot be tested headlessly and Codex was
told not to claim it works. Jahni presses it and confirms the visual plus
the "determinism=PASS" log line.

PART A -- why rooms read angular, measured not guessed. One of three room
shapes is VoxelSDF::RoundedBox:
  ShapeA = (.8 Rxy, .8 Rxy, .8 Rz)   ShapeR = .25 Rxy
so rounding is 31% of the horizontal half-extent but 78% of the vertical.
Corners are rounded; the broad planar FACES survive. SmoothMin (blend 4)
softens room/tunnel junctions not isolated corners; the cave warp bends
geometry but preserves flat regions; roughness is surface-scale only.
The name is accurate -- "rounded box" is not "blob".

NOT ACTED ON. Jahni corrected his own read: the angular archetype is Maze
(lattice source, rectilinear BY DESIGN and correct), and TunnelNetwork is
"alright-ish". Codex's recommendation is recorded for if he ever wants it:
~5-10% boxes, 10-20% capsules, rest ellipsoids, or a larger ShapeR.

Also closed REVIEW_FINDINGS EVoxelPassageType/Style as WONTFIX, enacting a
2026-08-16 judgement that recommended closure and was left open.

Build clean (Editor + Shipping), 25 succeeded / 0 failed, run by me.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01VJiTcTSDNkKBtnNdiBtdaU
This commit is contained in:
Fr0zkaandClaude Opus 5 committed 2026-09-04 22:03:01 +02:00
1 parent 90c40c8d5a
commit d717bc74ff
13 files changed
+1182 -32

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@@ -2270,6 +2270,131 @@ FVoxelOpStackRecipe VF_RollStrateStructure(int32 Seed, int32 Index)
return Recipe;
}
#if WITH_EDITOR
namespace
{
struct FComposerStructureBlockSpec
{
EVoxelStrateParamBlock Block;
ECaveGeneratorType Archetype;
uint32 SeedSalt;
};
// Keep these salts in the composer implementation so the editor action and the offline
// structure test cannot silently acquire different block streams.
static const FComposerStructureBlockSpec GComposerStructureBlocks[] =
{
{ EVoxelStrateParamBlock::TunnelNetwork, ECaveGeneratorType::TunnelNetwork, 0x1001u },
{ EVoxelStrateParamBlock::Slab, ECaveGeneratorType::FlatPlain, 0x1003u },
{ EVoxelStrateParamBlock::Maze, ECaveGeneratorType::Maze, 0x1005u },
{ EVoxelStrateParamBlock::Surface, ECaveGeneratorType::SurfaceWorld, 0x1007u },
{ EVoxelStrateParamBlock::VerticalShaft, ECaveGeneratorType::VerticalShafts, 0x1009u },
{ EVoxelStrateParamBlock::FloatingIsland, ECaveGeneratorType::FloatingIslands, 0x100Bu },
};
void VF_CopyComposerBlock(FVoxelStrateArchetypeParams& OutParams,
const FVoxelStrateRollInfo& Roll,
ECaveGeneratorType Archetype)
{
switch (Archetype)
{
case ECaveGeneratorType::TunnelNetwork:
case ECaveGeneratorType::Underwater:
OutParams.TunnelNetworkParams = Roll.ArchetypeParams.TunnelNetworkParams;
break;
case ECaveGeneratorType::FlatPlain:
case ECaveGeneratorType::CrystalChamber:
OutParams.SlabParams = Roll.ArchetypeParams.SlabParams;
break;
case ECaveGeneratorType::Maze:
OutParams.MazeParams = Roll.ArchetypeParams.MazeParams;
break;
case ECaveGeneratorType::SurfaceWorld:
OutParams.SurfaceParams = Roll.ArchetypeParams.SurfaceParams;
break;
case ECaveGeneratorType::VerticalShafts:
OutParams.VerticalShaftParams = Roll.ArchetypeParams.VerticalShaftParams;
break;
case ECaveGeneratorType::FloatingIslands:
OutParams.FloatingIslandParams = Roll.ArchetypeParams.FloatingIslandParams;
break;
default:
break;
}
}
ECaveGeneratorType VF_ComposerArchetypeForRecipe(const FVoxelOpStackRecipe& Recipe)
{
switch (Recipe.StructuralParamBlock)
{
case EVoxelStrateParamBlock::TunnelNetwork: return ECaveGeneratorType::TunnelNetwork;
case EVoxelStrateParamBlock::Slab: return ECaveGeneratorType::FlatPlain;
case EVoxelStrateParamBlock::Maze: return ECaveGeneratorType::Maze;
case EVoxelStrateParamBlock::Surface: return ECaveGeneratorType::SurfaceWorld;
case EVoxelStrateParamBlock::VerticalShaft: return ECaveGeneratorType::VerticalShafts;
case EVoxelStrateParamBlock::FloatingIsland: return ECaveGeneratorType::FloatingIslands;
default: return ECaveGeneratorType::TunnelNetwork;
}
}
}
FVoxelStrateComposerCandidate VF_RollStrateCandidate(
const FVoxelStrateCorpus& Corpus, int32 Seed, int32 Index, bool bRollStructure)
{
FVoxelStrateComposerCandidate Candidate;
Candidate.Seed = Seed;
Candidate.Index = Index;
Candidate.bStructureRoll = bRollStructure;
if (!bRollStructure)
{
// This is the exact Tier 4a call used by the parameter-roll measurement test.
Candidate.ParameterRoll = VF_RollStrateParamsDetailed(Corpus, Seed, Index);
if (!Candidate.ParameterRoll.bValid)
{
Candidate.FailureReason = Candidate.ParameterRoll.FailureReason;
return Candidate;
}
Candidate.Archetype = Candidate.ParameterRoll.Archetype;
Candidate.ArchetypeParams = Candidate.ParameterRoll.ArchetypeParams;
Candidate.bValid = true;
return Candidate;
}
// This is the exact Tier 4b structure call plus the six independent native-family rolls used
// to materialise every structure candidate in the offline test.
Candidate.Recipe = VF_RollStrateStructure(Seed, Index);
Candidate.Archetype = VF_ComposerArchetypeForRecipe(Candidate.Recipe);
Candidate.StructureBlockRolls.Reserve(UE_ARRAY_COUNT(GComposerStructureBlocks));
bool bAllBlocksValid = true;
for (const FComposerStructureBlockSpec& Spec : GComposerStructureBlocks)
{
const FVoxelStrateRollInfo Roll = VF_RollStrateParamsDetailedForArchetype(
Corpus, Spec.Archetype, Seed ^ static_cast<int32>(Spec.SeedSalt), Index);
Candidate.StructureBlockRolls.Add(Roll);
if (!Roll.bValid)
{
bAllBlocksValid = false;
if (Candidate.FailureReason.IsEmpty())
{
Candidate.FailureReason = FString::Printf(
TEXT("parameter block %d (%s) failed: %s"),
static_cast<int32>(Spec.Block),
VF_GetStrateArchetypeName(Spec.Archetype),
*Roll.FailureReason);
}
continue;
}
VF_CopyComposerBlock(Candidate.ArchetypeParams, Roll, Spec.Archetype);
}
Candidate.bValid = bAllBlocksValid;
return Candidate;
}
#endif
FString VF_FormatStrateStructureRecipe(const FVoxelOpStackRecipe& Recipe)
{
FString Modifiers;