Original landscape conversion loses information needed by both gameplay and rendering. A retained public worldFromOriginal reproduction swaps source WATER1/WATER2 cells and gets identical runtime worlds, although the pinned reference assigns different source images. It also converts original river code 96 into water: true, walkable: false; the reference classifies RIVER1 as nonwater, nonblocking land.
The pinned OriginalLandscape.java maps 29 original codes into distinct named types. ELandscapeType.java supplies 37 types, source image numbers, water/blocking distinctions and resource constraints. WATER1 uses image 17; WATER2 uses image 16. Rivers return LAND_PARTITION. The game currently coarsens these into eight classes and imports four continuous terrain images. Background.java also distinguishes continuous materials from face-local tiles through TEXTURE_POSITIONS[image][2]; preserve its phase and orientation rules.
Source owner: game rules/catalog, original conversion, asset importer, renderer and checkpoint/replay integration. Parent #28; related #20, #23 and #88. Preserve #215 coverage, #217 continuous UV and #218 lighting. The source evidence is paulwedeck/settlers-remake@6ad8c4230a4aa4cd21840f8cb59a38344e41c3e0, not an original Gold observation.
Acceptance:
- Retain red regressions through public world conversion and actual browser rendering for distinct source landscapes and river classification.
- Represent source landscape identities in the existing versioned terrain/rules catalog, preserving every known original-code mapping and the identities used by source terrain changes. Keep one canonical identity shared by simulation and presentation.
- Reconcile traversal, sea/land partitions, building and resource decisions with inspected source evidence. Distinguish river, mountain border, mud, moor and snow variants. Keep unobserved costs and timings explicitly unqualified.
- Import and select each required source material, including distinct water depths and terrain border classes, with source hashes and unchanged image pixels. Apply the documented continuous or face-local UV policy and orientation for that material through the existing light path.
- Preserve those identities through saves, restores, replays, checksums and actual terrain-changing commands. Retain immutable earlier rules profiles and verify existing checkpoints under their own published rules.
- Report unsupported landscape codes explicitly with structured evidence. Do not silently turn them into grass or claim qualified original behavior.
- Verify authored and demo maps, real path/production decisions, actual 1x/2x pixels, source integrity, hidden-entity filtering, cache invalidation and resource disposal. Run lint, types, units, assets, production build and the complete browser gate; qualify the pushed version before closing.
Use the current RulesProfile catalog and existing map terrain indices to carry identity through the established save/replay contracts. Review the complete data flow and test matrix before implementation. This correction advances the original landscape model and source material mapping; mixed-face transition atlas selection, reference fog timing, original Gold measurements and native matched-scene qualification remain separate fidelity work.