c188ee82623eceee1164019d2fa41817efa752d9
All 8 archetypes read line by line and broken into field source / combiners / detail modifiers / structural post, with every FStrateGenerationParams field traced to the op that will own it. Three findings that change the sequencing: - The op contract needs an SDF channel alongside density. Rooms, pits and chimneys are SmoothMin'd in SDF space before a single carve, and three of the four SDF archetypes add roughness to the SDF rather than to density. A single-channel Eval can only overwrite, which is also why cross-source SmoothUnion -- 'a maze inside a mountain that looks like it belongs' -- is not expressible without it. Recommended before the Maze port; not applied, it is Jahni's call. - Worm tunnels are why TunnelNetwork can never skip a tile. A fielded 3D-noise carve with no bounds forces CarveOnly everywhere, killing AllSolid for the most-used archetype. But its amplitude is trivially bounded by WormStrength, so a scalar cap recovers deep-rock skipping -- suggests one numeric bound belongs in Phase 2, not Phase 3 as the plan has it. - Disturbances already carry lattice bounds that ClassifyTile discards (it only tests ChasmDensity > 0 strate-wide). Making them ops with real Identity tests is a tile-skipping win for SurfaceWorld available independently of everything else. Q2 param audit: every field claimed except WaterLevelRelative, which is a render/water property misfiled in the density struct and Lerp'd across strate boundaries. Also flags three op names that mean different things in the cave and surface structs and will collide the moment ops become assets. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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