Ore veins from the noise router
The router has carried vein_toggle, vein_ridged and vein_gap since the whole of it was parsed, and nothing read them. So the copper and iron mega-veins -- the long branching sheets that run through the deepslate and the copper band, not the small scattered ore blobs -- did not exist. OreVeinifier is not a decoration feature. It is the second entry of the same MaterialRuleList the aquifer heads: the aquifer answers first, and only where it says the position is solid rock does the veinifier get a turn at what would otherwise be plain stone. That is why a vein never opens into a cave, and it is why this lands in the density pass rather than in decorate. Three random draws per position, in a fixed order, from a factory hashed off "minecraft:ore": solidness, then richness, then the rare raw-ore block. Reordering them or hoisting the vein_gap compute above the second draw would change every vein in the world, so the code follows the bytecode's order rather than the one that reads better. The Y windows are the sharp edge worth knowing about: a vein's type comes from the sign of the veininess noise, but its window comes from the type, so veininess <= 0 anywhere outside -60..-8 is simply not a vein. Over 49 sampled chunks copper lands in 0..49 and iron in -57..-8, and raw ore comes out at 1.9% of ore blocks against vanilla's 2%.
This commit is contained in:
parent
e0fdddd887
commit
0f76058db6
5 changed files with 220 additions and 15 deletions
86
internal/world/orevein_verify_test.go
Normal file
86
internal/world/orevein_verify_test.go
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@ -0,0 +1,86 @@
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package world
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import "testing"
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// Ore-vein block states, from OreVeinifier.VeinType. Copper's ore is the plain
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// stone variant and iron's is the deepslate one; neither switches with depth.
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const (
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StateGranite uint16 = 2
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StateDeepslateIronOre uint16 = 132
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StateTuff uint16 = 23452
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StateCopperOre uint16 = 25313
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StateRawIronBlock uint16 = 29577
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StateRawCopperBlock uint16 = 29578
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)
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// TestOreVeins checks the mega-veins the noise router has always described and
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// nothing has ever read: copper in granite between y=0 and y=50, iron in tuff
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// between y=-60 and y=-8, with a rare raw-ore block inside each.
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//
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// The Y windows are the sharpest assertion available. A vein's type comes from
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// the sign of the veininess noise but its window comes from the type, so a
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// single block outside a window means the guard is wrong.
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func TestOreVeins(t *testing.T) {
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gen := NewVanillaGenerator(12345)
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counts := map[uint16]int{}
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lowest := map[uint16]int{}
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highest := map[uint16]int{}
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interesting := []uint16{StateCopperOre, StateRawCopperBlock, StateGranite,
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StateDeepslateIronOre, StateRawIronBlock, StateTuff}
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isVein := map[uint16]bool{}
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for _, id := range interesting {
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isVein[id] = true
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}
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for cx := int32(-60); cx <= 60; cx += 20 {
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for cz := int32(-60); cz <= 60; cz += 20 {
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ch := gen(cx, cz)
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for wy := MinY; wy < 60; wy++ {
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for lx := 0; lx < 16; lx++ {
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for lz := 0; lz < 16; lz++ {
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b := ch.GetBlock(lx, wy, lz)
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if !isVein[b] {
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continue
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}
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if counts[b] == 0 {
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lowest[b], highest[b] = wy, wy
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}
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counts[b]++
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lowest[b] = min(lowest[b], wy)
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highest[b] = max(highest[b], wy)
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}
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}
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}
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}
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}
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for _, c := range []struct {
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state uint16
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name string
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minY, maxY int
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wantAtLeast int
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}{
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{StateCopperOre, "copper ore", 0, 50, 50},
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{StateGranite, "copper vein filler", 0, 50, 100},
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{StateDeepslateIronOre, "deepslate iron ore", -60, -8, 50},
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{StateTuff, "iron vein filler", -60, -8, 100},
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} {
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if counts[c.state] < c.wantAtLeast {
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t.Errorf("%s: %d blocks, want at least %d", c.name, counts[c.state], c.wantAtLeast)
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continue
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}
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if lowest[c.state] < c.minY || highest[c.state] > c.maxY {
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t.Errorf("%s spans y %d..%d, outside its window %d..%d",
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c.name, lowest[c.state], highest[c.state], c.minY, c.maxY)
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}
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}
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t.Logf("copper %d (raw %d) in granite %d; iron %d (raw %d) in tuff %d",
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counts[StateCopperOre], counts[StateRawCopperBlock], counts[StateGranite],
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counts[StateDeepslateIronOre], counts[StateRawIronBlock], counts[StateTuff])
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// A raw-ore block replaces an ore block with probability 0.02, so a few
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// hundred ore blocks should turn up a handful. Zero means the third draw is
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// never reached.
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if counts[StateRawCopperBlock]+counts[StateRawIronBlock] == 0 {
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t.Error("no raw ore blocks anywhere; the raw-ore roll is unreachable")
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}
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}
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@ -32,7 +32,7 @@ const dataVersion26 = 4790
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// first time it ran: chunkAt prefers the store over the generator, so the
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// already-explored area around spawn keeps its old terrain and every later fix
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// looks like it did nothing in exactly the place you are standing.
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const generatorVersion = 9
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const generatorVersion = 10
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// generatorVersionTag is the NBT key holding generatorVersion. It is namespaced
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// because it is ours, not part of the vanilla chunk format.
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@ -31,12 +31,13 @@ func NewVanillaGenerator(seed int64) Generator {
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panic("world: loading overworld density: " + err.Error())
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}
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fluidPicker := worldgen.OverworldFluidPicker(od.SeaLevel)
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veins := worldgen.NewOreVeinifier(od)
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return func(cx, cz int32) *Chunk {
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return generateVanilla(od, fluidPicker, seed, cx, cz)
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return generateVanilla(od, fluidPicker, veins, seed, cx, cz)
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}
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}
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func generateVanilla(od *worldgen.OverworldDensity, fluidPicker worldgen.FluidPicker, seed int64, cx, cz int32) *Chunk {
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func generateVanilla(od *worldgen.OverworldDensity, fluidPicker worldgen.FluidPicker, veins *worldgen.OreVeinifier, seed int64, cx, cz int32) *Chunk {
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c := NewChunk(cx, cz, BiomePlains) // per-cell biomes override below
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baseX, baseZ := int(cx)*16, int(cz)*16
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@ -108,7 +109,7 @@ func generateVanilla(od *worldgen.OverworldDensity, fluidPicker worldgen.FluidPi
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interp := make([]float64, len(od.Interpolated))
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for lz := 0; lz < 16; lz++ {
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surfTop[lx][lz], worldSurface[lx][lz], grass[lx][lz] =
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fillVanillaColumn(od, aq, fluidPicker, grids, interp, &columns[lx][lz], baseX+lx, baseZ+lz, lx, lz)
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fillVanillaColumn(od, aq, fluidPicker, veins, grids, interp, &columns[lx][lz], baseX+lx, baseZ+lz, lx, lz)
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}
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}(lx)
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}
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@ -189,7 +190,7 @@ func fillBiomes3D(c *Chunk, od *worldgen.OverworldDensity, s2D [16][16]worldgen.
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// then does the surface rule tree walk the finished column. Doing it the other
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// way round is what forced the old unconditional "flood everything under sea
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// level" pass, which left every cave below y=63 underwater.
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func fillVanillaColumn(od *worldgen.OverworldDensity, aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, grids []cornerGrid, interp []float64, out *[WorldHeight]uint16, wx, wz, lx, lz int) (top, worldSurface int, grass bool) {
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func fillVanillaColumn(od *worldgen.OverworldDensity, aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, veins *worldgen.OreVeinifier, grids []cornerGrid, interp []float64, out *[WorldHeight]uint16, wx, wz, lx, lz int) (top, worldSurface int, grass bool) {
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cx0 := lx / cellWidth
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cz0 := lz / cellWidth
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fx := float64(lx%cellWidth) / cellWidth
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@ -205,9 +206,9 @@ func fillVanillaColumn(od *worldgen.OverworldDensity, aq *worldgen.Aquifer, flui
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y := MinY + i
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ctx := worldgen.FunctionContext{X: float64(wx), Y: float64(y), Z: float64(wz)}.WithInterp(interp)
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density := od.Final.Compute(ctx)
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state, isDefaultBlock := substance(aq, fluidPicker, wx, y, wz, density)
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state, solid := substance(aq, fluidPicker, veins, ctx, wx, y, wz, density)
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out[i] = state
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if isDefaultBlock {
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if solid {
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top = i
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}
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if state != StateAir {
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@ -239,23 +240,35 @@ func steepAt(worldSurface *[16][16]int, lx, lz int) bool {
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return worldSurface[west][lz] >= worldSurface[east][lz]+4
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}
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// substance resolves one position to the block the terrain pass leaves behind:
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// the default block where the density is solid, otherwise whatever the aquifer
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// puts there — air, water or lava. The second result says which of the two
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// happened, so the caller can track the top solid block without re-testing.
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func substance(aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, x, y, z int, density float64) (state uint16, isDefaultBlock bool) {
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// substance resolves one position to the block the terrain pass leaves behind,
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// mirroring vanilla's MaterialRuleList: the aquifer answers first and, where it
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// says the position is solid rock, the ore veinifier gets a turn before the
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// default block is used. The second result says whether the position ended up
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// solid, so the caller can track the top solid block without re-testing.
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func substance(aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, veins *worldgen.OreVeinifier, ctx worldgen.FunctionContext, x, y, z int, density float64) (state uint16, solid bool) {
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if aq == nil {
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// aquifers_enabled=false: Aquifer.createDisabled, the global fluid rule
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// with no cells and no barriers.
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if density > 0 {
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return StateStone, true
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return veinOrDefault(veins, ctx, x, y, z), true
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}
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return fluidPicker(x, y, z).At(y), false
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}
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if s, ok := aq.ComputeSubstance(x, y, z, density); ok {
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return s, false
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}
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return StateStone, true
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return veinOrDefault(veins, ctx, x, y, z), true
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}
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// veinOrDefault is the tail of the rule list: an ore vein if one reaches here,
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// otherwise the settings' default block.
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func veinOrDefault(veins *worldgen.OreVeinifier, ctx worldgen.FunctionContext, x, y, z int) uint16 {
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if veins != nil {
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if s, ok := veins.Calculate(ctx, x, y, z); ok {
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return s
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}
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}
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return StateStone
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}
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// applySurfaceRule walks the finished column from the top down, applying the
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@ -50,8 +50,10 @@ type OverworldDensity struct {
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AquifersEnabled bool
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OreVeinsEnabled bool
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// AquiferRandom places the aquifer cell centres.
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// AquiferRandom places the aquifer cell centres; OreRandom rolls the
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// per-position ore-vein draws.
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AquiferRandom PositionalRandomFactory
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OreRandom PositionalRandomFactory
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// Surface samples the noises SurfaceSystem reads per column, before the
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// rule tree runs.
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AquifersEnabled: settings.AquifersEnabled,
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OreVeinsEnabled: settings.OreVeinsEnabled,
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AquiferRandom: l.rs.AquiferRandom(),
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OreRandom: l.rs.OreRandom(),
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prelim: newLevelCache(),
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}
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103
internal/worldgen/orevein.go
Normal file
103
internal/worldgen/orevein.go
Normal file
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@ -0,0 +1,103 @@
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package worldgen
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import "math"
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// orevein.go ports net.minecraft.world.level.levelgen.OreVeinifier.
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//
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// Ore veins are not a decoration feature: they run during the density pass, as
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// the second entry of the same MaterialRuleList the aquifer heads. Where the
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// aquifer says "this position is solid rock", the veinifier gets a chance to
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// replace what would have been plain stone with copper or iron and its
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// surrounding filler. That is why veins are long branching sheets rather than
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// blobs, and why they never open into a cave: a position the aquifer hollowed
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// out never reaches this code.
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// Vein constants, as widened from OreVeinifier's float fields. Written out
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// rather than computed so the double each float comparison widens to is
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// unambiguous.
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const (
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veininessThreshold = 0.4000000059604645 // (double)(float)0.4f
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edgeRoundoffBegin = 20.0 // an int field, used as a double
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maxEdgeRoundoff = -0.2 // a real double literal, not a widened float
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minRichness = 0.10000000149011612 // (double)(float)0.1f
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maxRichness = 0.30000001192092896 // (double)(float)0.3f
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maxRichnessThreshold = 0.6000000238418579 // (double)(float)0.6f
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skipOreIfGapNoiseIsBelow = -0.3000000119209290 // (double)(float)-0.3f
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veinSolidness float32 = 0.7 // compared as a float
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chanceOfRawOreBlock float32 = 0.02 // compared as a float
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)
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// veinType is OreVeinifier.VeinType. Note the asymmetry: copper's ore is the
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// plain stone variant while iron's is the deepslate one, and neither switches
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// with depth — the block is fixed per type.
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type veinType struct {
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ore, rawOreBlock, filler uint16
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minY, maxY int
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}
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var (
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veinCopper = veinType{ore: 25313, rawOreBlock: 29578, filler: 2, minY: 0, maxY: 50}
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veinIron = veinType{ore: 132, rawOreBlock: 29577, filler: 23452, minY: -60, maxY: -8}
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)
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// OreVeinifier decides whether a solid position becomes part of an ore vein.
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type OreVeinifier struct {
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toggle, ridged, gap DensityFunction
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random PositionalRandomFactory
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}
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// NewOreVeinifier returns nil when the settings or the router leave veins off,
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// which the caller reads as "always place the default block".
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func NewOreVeinifier(od *OverworldDensity) *OreVeinifier {
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if !od.OreVeinsEnabled || od.VeinToggle == nil || od.VeinRidged == nil || od.VeinGap == nil || od.OreRandom == nil {
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return nil
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}
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return &OreVeinifier{toggle: od.VeinToggle, ridged: od.VeinRidged, gap: od.VeinGap, random: od.OreRandom}
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}
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// Calculate returns the block a vein places at this position, or ok=false to
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// leave the default block. ctx must carry the cell-interpolated values: both
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// vein_toggle and vein_ridged are minecraft:interpolated in the datapack, while
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// vein_gap is a plain per-block noise.
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//
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// The three random draws happen in a fixed order and are the whole shape of the
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// output; reordering them, or hoisting the vein_gap compute above the second
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// draw, changes every vein in the world.
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func (o *OreVeinifier) Calculate(ctx FunctionContext, x, y, z int) (uint16, bool) {
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veininess := o.toggle.Compute(ctx)
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vein := &veinIron
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if veininess > 0 {
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vein = &veinCopper
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}
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// The type comes from the sign of the noise but the Y window comes from the
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// type, so a position outside its type's band is simply not a vein — which
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// is what keeps copper above 0 and iron below -8.
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distanceToTop := vein.maxY - y
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distanceToBottom := y - vein.minY
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if distanceToBottom < 0 || distanceToTop < 0 {
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return 0, false
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}
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edgeDistance := min(distanceToTop, distanceToBottom)
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edgeRoundoff := clampedMap(float64(edgeDistance), 0.0, edgeRoundoffBegin, maxEdgeRoundoff, 0.0)
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absVeininess := math.Abs(veininess)
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if absVeininess+edgeRoundoff < veininessThreshold {
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return 0, false
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}
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random := o.random.At(x, y, z)
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if random.NextFloat() > veinSolidness {
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return 0, false
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}
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if o.ridged.Compute(ctx) >= 0 {
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return 0, false
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}
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richness := clampedMap(absVeininess, veininessThreshold, maxRichnessThreshold, minRichness, maxRichness)
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if float64(random.NextFloat()) < richness && o.gap.Compute(ctx) > skipOreIfGapNoiseIsBelow {
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if random.NextFloat() < chanceOfRawOreBlock {
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return vein.rawOreBlock, true
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}
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return vein.ore, true
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}
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return vein.filler, true
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}
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Reference in a new issue