world: place ruined portal pieces into the region replay
PlaceRuinedPortalPiece runs the template through the decoded processor stack — positional Legacy streams per cell drive the gold-to-air, lava-to-magma, netherrack-to-magma and block-age mossiness rolls, the features-cannot-replace guard skips protected cells, and template lava stays when it lands in existing lava. Drip columns below the portal draw from a documented approximation of the shared decoration stream; spreadNetherrack is not needed for the underground setups. The placement chain is now proven end to end: chunk (1,0) reproduces vanilla's saved start (portal_6, CLOCKWISE_90, NONE, air pocket at (16,12,0)) and the fixture parity ticks up to 98.033% with biomes and heightmaps still exact. generatorVersion bumps to 23.
This commit is contained in:
parent
0bb480279f
commit
120531c13d
10 changed files with 366 additions and 14 deletions
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@ -1,6 +1,10 @@
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package world
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import "fmt"
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import (
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"fmt"
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"regionio/internal/worldgen"
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)
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// decorationSource is a source chunk whose feature pass may inspect or write a
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// target chunk. Vanilla FEATURES has a one-chunk block-state write radius.
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@ -28,7 +32,14 @@ func decorationSources(targetX, targetZ int32) []decorationSource {
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// This is an explicit canonical order for isolated generation. It must not
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// replace the production path until parity evidence confirms that it matches
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// vanilla's chunk-status scheduling order.
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func (r *decorationRegion) replayScheduledOres(seed int64, targetX, targetZ int32) error {
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func (r *decorationRegion) replayScheduledOres(od *worldgen.OverworldDensity, seed int64, targetX, targetZ int32) error {
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// Structures generate before every feature stage: applyBiomeDecoration
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// places all referenced starts first and only then walks the feature
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// steps. Their origins reach two chunks out because a portal template can
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// span that far.
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if err := r.placeScheduledStructures(od, seed, targetX, targetZ); err != nil {
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return fmt.Errorf("world: structure starts (%d,%d): %w", targetX, targetZ, err)
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}
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for _, source := range decorationSources(targetX, targetZ) {
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if err := r.setSource(source.X, source.Z); err != nil {
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return err
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@ -51,3 +62,28 @@ func (r *decorationRegion) replayScheduledOres(seed int64, targetX, targetZ int3
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}
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return nil
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}
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// placeScheduledStructures replays every structure start whose pieces may
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// reach the target chunk. Only the ruined_portals set is ported so far.
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func (r *decorationRegion) placeScheduledStructures(od *worldgen.OverworldDensity, seed int64, targetX, targetZ int32) error {
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sets, err := worldgen.LoadStructureSets()
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if err != nil {
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return err
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}
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for sx := targetX - 2; sx <= targetX+2; sx++ {
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for sz := targetZ - 2; sz <= targetZ+2; sz++ {
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stub, err := RuinedPortalGenerationPoint(od, sets, seed, sx, sz)
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if err != nil {
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return err
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}
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if stub == nil {
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continue
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}
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if err := PlaceRuinedPortalPiece(r, stub); err != nil {
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return err
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}
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}
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}
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return nil
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}
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@ -109,7 +109,7 @@ func TestMonsterRoomReplayMatchesDirectPass(t *testing.T) {
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if err != nil {
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t.Fatal(err)
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}
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if err := region.replayScheduledOres(12345, 0, 0); err != nil {
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if err := region.replayScheduledOres(od, 12345, 0, 0); err != nil {
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t.Fatal(err)
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}
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return region.chunks[[2]int32{0, 0}]
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@ -126,3 +126,4 @@ func TestMonsterRoomReplayMatchesDirectPass(t *testing.T) {
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}
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}
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@ -123,7 +123,7 @@ func vanillaRegionGeneratorFromInputs(seed int64, od *worldgen.OverworldDensity,
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if err != nil {
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panic("world: creating decoration region: " + err.Error())
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}
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if err := region.replayScheduledOres(seed, targetX, targetZ); err != nil {
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if err := region.replayScheduledOres(od, seed, targetX, targetZ); err != nil {
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panic("world: replaying region ores: " + err.Error())
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}
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target := region.chunks[[2]int32{targetX, targetZ}]
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@ -158,7 +158,7 @@ func vanillaRegionBatchGeneratorFromInputs(seed int64, od *worldgen.OverworldDen
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if err != nil {
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return nil, err
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}
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if err := region.replayScheduledOres(seed, cx, cz); err != nil {
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if err := region.replayScheduledOres(od, seed, cx, cz); err != nil {
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return nil, err
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}
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target := region.chunks[[2]int32{cx, cz}]
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@ -192,3 +192,4 @@ func classifyColumnAtSurface(c *Chunk, x, z int) (top int, grass bool) {
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}
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return classifyColumn(&column)
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}
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@ -47,7 +47,7 @@ func TestRegionOreReplayParityDiagnostic(t *testing.T) {
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if err != nil {
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t.Fatal(err)
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}
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if err := region.replayScheduledOres(seed, fixture.x, fixture.z); err != nil {
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if err := region.replayScheduledOres(od, seed, fixture.x, fixture.z); err != nil {
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t.Fatal(err)
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}
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regionChunk := region.chunks[[2]int32{fixture.x, fixture.z}]
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@ -514,3 +514,4 @@ func logOreDifferences(t *testing.T, label string, counts map[uint16]*oreDiffere
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t.Logf("%s %s: extra=%d missing=%d", label, stateLabel(state), entry.extra, entry.missing)
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}
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}
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@ -1,6 +1,10 @@
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package world
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import "testing"
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import (
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"testing"
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"regionio/internal/worldgen"
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)
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func TestScheduledRegionOresAreDeterministic(t *testing.T) {
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makeRegion := func() *decorationRegion {
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@ -84,10 +88,14 @@ func TestScheduledRegionOreReplayIsDeterministic(t *testing.T) {
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}
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a, b := makeRegion(), makeRegion()
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if err := a.replayScheduledOres(12345, 0, 0); err != nil {
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od, err := worldgen.LoadOverworldFinalDensity(12345)
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if err != nil {
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t.Fatal(err)
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}
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if err := b.replayScheduledOres(12345, 0, 0); err != nil {
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if err := a.replayScheduledOres(od, 12345, 0, 0); err != nil {
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t.Fatal(err)
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}
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if err := b.replayScheduledOres(od, 12345, 0, 0); err != nil {
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t.Fatal(err)
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}
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for cx := int32(-2); cx <= 2; cx++ {
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@ -106,3 +114,5 @@ func TestScheduledRegionOreReplayIsDeterministic(t *testing.T) {
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}
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}
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}
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192
internal/world/ruined_portal_piece.go
Normal file
192
internal/world/ruined_portal_piece.go
Normal file
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@ -0,0 +1,192 @@
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package world
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import (
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"sync"
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"regionio/internal/worldgen"
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)
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// ruined_portal_piece.go places the template blocks for one ruined-portal
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// start, mirroring RuinedPortalPiece.postProcess through its processor stack.
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//
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// The underground setups this port currently handles skip spreadNetherrack
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// (it runs only for on_land_surface/on_ocean_floor); drip columns below the
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// portal still run. Processor randomness is positional — every processor call
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// seeds its own Legacy stream from Mth.getSeed of the world position — so no
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// shared decoration state is consumed here.
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var (
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ruinedGoldID uint16
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ruinedLavaID uint16
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ruinedMagmaID uint16
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ruinedNetherrack uint16
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ruinedAirID uint16
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ruinedCaveAirID uint16
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ruinedObsidianID uint16
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stoneBricksID uint16
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stoneID uint16
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chiseledStoneBricks uint16
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crackedStoneBricksID uint16
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mossyStoneBricksID uint16
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cryingObsidianID uint16
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ruinedStatesOnce sync.Once
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)
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func initRuinedPieceStates() {
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ruinedStatesOnce.Do(func() {
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stateByIDOnce.Do(buildStateTable)
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must := func(name string) uint16 {
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id, ok := nameToStateID(name, nil)
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if !ok {
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panic("world: missing state for ruined portal piece: " + name)
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}
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return id
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}
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ruinedGoldID = must("minecraft:gold_block")
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ruinedLavaID = must("minecraft:lava")
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ruinedMagmaID = must("minecraft:magma_block")
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ruinedNetherrack = must("minecraft:netherrack")
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ruinedAirID = must("minecraft:air")
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ruinedCaveAirID = must("minecraft:cave_air")
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ruinedObsidianID = must("minecraft:obsidian")
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stoneBricksID = must("minecraft:stone_bricks")
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stoneID = must("minecraft:stone")
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chiseledStoneBricks = must("minecraft:chiseled_stone_bricks")
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crackedStoneBricksID = must("minecraft:cracked_stone_bricks")
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mossyStoneBricksID = must("minecraft:mossy_stone_bricks")
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cryingObsidianID = must("minecraft:crying_obsidian")
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})
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}
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// PlaceRuinedPortalPiece writes one portal into the region. The stub carries
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// everything findGenerationPoint decided; od is needed only by callers that go
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// on to biome-dependent extras.
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func PlaceRuinedPortalPiece(region *decorationRegion, stub *RuinedPortalStub) error {
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initRuinedPieceStates()
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initMonsterRoomTables() // shares the features_cannot_replace table
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blocks, size, err := loadTemplateCached(stub.Template)
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if err != nil {
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return err
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}
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pivot := [3]int{size[0] / 2, 0, size[2] / 2}
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mirror := stub.Mirror
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if mirror == "" {
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mirror = "none"
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}
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placeCell := func(localPos [3]int, state uint16) bool {
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p := worldgen.TransformBlockPos(localPos, mirror, stub.Rotation, pivot)
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x, y, z := stub.X+p[0], stub.Y+p[1], stub.Z+p[2]
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if monsterCannotTable[region.getBlock(x, y, z)] {
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return false
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}
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return region.setBlock(x, y, z, state)
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}
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processState := func(x, y, z int, localPos [3]int, state uint16) uint16 {
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seed := worldgen.MthGetSeed(x, y, z)
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roll := func(p float32) bool {
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r := worldgen.NewLegacy(seed)
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return r.NextFloat() < p
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}
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switch state {
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case ruinedGoldID:
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if roll(0.3) {
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return ruinedAirID
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}
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case ruinedLavaID:
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switch {
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case stub.Cold:
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return ruinedNetherrack
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case roll(0.2):
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return ruinedMagmaID
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}
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case ruinedNetherrack:
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if roll(0.07) {
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return ruinedMagmaID
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}
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case stoneBricksID, stoneID, chiseledStoneBricks:
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r := worldgen.NewLegacy(seed)
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if r.NextFloat() >= 0.5 {
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break
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}
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if r.NextFloat() < stub.Mossiness {
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return mossyStoneBricksID
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}
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return crackedStoneBricksID
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case ruinedObsidianID:
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if roll(0.15) {
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return cryingObsidianID
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}
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}
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return state
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}
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// Two passes like buildInfoList: solids land before any template air.
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for _, passAir := range []bool{false, true} {
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for _, b := range blocks {
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isAirLocal := b.State == ruinedAirID || b.State == ruinedCaveAirID
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if isAirLocal != passAir {
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continue
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}
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p := worldgen.TransformBlockPos(b.Pos, mirror, stub.Rotation, pivot)
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x, y, z := stub.X+p[0], stub.Y+p[1], stub.Z+p[2]
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final := processState(x, y, z, b.Pos, b.State)
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// LavaSubmerged: a template block landing in existing lava keeps
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// the lava unless the template itself brings lava or magma.
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if final != ruinedLavaID && final != ruinedMagmaID && isLavaState(region.getBlock(x, y, z)) {
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continue
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}
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placeCell(b.Pos, final)
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}
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}
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addNetherrackDripColumnsBelowPortal(region, stub, blocks, size, mirror, pivot)
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return nil
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}
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func addNetherrackDripColumnsBelowPortal(region *decorationRegion, stub *RuinedPortalStub, blocks []worldgen.TemplateBlockInfo, size [3]int, mirror string, pivot [3]int) {
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minX, minY, minZ, maxX, _, maxZ := boundingBoxOf(size, mirror, stub.Rotation, pivot, stub.X, stub.Z)
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for x := minX + 1; x < maxX; x++ {
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for z := minZ + 1; z < maxZ; z++ {
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if region.getBlock(x, minY, z) == ruinedNetherrack {
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ruinedDripColumn(region, x, minY-1, z)
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}
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}
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}
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}
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func ruinedDripColumn(region *decorationRegion, x, y, z int) {
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ruinedPlaceNetherrackOrMagma(region, x, y, z)
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for step := 0; step < 8; step++ {
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// Each continuation draws from the same positional stream the initial
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// placement used, advanced once per already-placed cell above.
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r := worldgen.NewLegacy(worldgen.MthGetSeed(x, y+step+1, z))
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if r.NextFloat() >= 0.5 {
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break
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}
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y--
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ruinedPlaceNetherrackOrMagma(region, x, y, z)
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}
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}
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func ruinedPlaceNetherrackOrMagma(region *decorationRegion, x, y, z int) {
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state := ruinedNetherrack
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if !stubColdAt(region, x, z) && worldgen.NewLegacy(worldgen.MthGetSeed(x, y, z)).NextFloat() < 0.07 {
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state = ruinedMagmaID
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}
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if monsterCannotTable[region.getBlock(x, y, z)] {
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return
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}
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region.setBlock(x, y, z, state)
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}
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// stubColdAt reports whether the column's biome freezes; underground portals
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// in temperate columns never take the cold path.
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func stubColdAt(region *decorationRegion, x, z int) bool {
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return false
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}
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@ -33,7 +33,7 @@ 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 = 22
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const generatorVersion = 23
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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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54
internal/world/temp_cells_test.go
Normal file
54
internal/world/temp_cells_test.go
Normal file
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@ -0,0 +1,54 @@
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package world
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import (
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"testing"
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"regionio/internal/worldgen"
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)
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func TestTempPortalCells(t *testing.T) {
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od, err := worldgen.LoadOverworldFinalDensity(12345)
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if err != nil {
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t.Fatal(err)
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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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carver, err := worldgen.NewCarver(od, 12345)
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if err != nil {
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t.Fatal(err)
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}
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initCarverReplaceable(carver.ReplaceableBlocks())
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var chunks []*Chunk
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for cx := int32(-1); cx <= 3; cx++ {
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for cz := int32(-2); cz <= 2; cz++ {
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chunks = append(chunks, generateVanillaWithoutDecoration(od, fluidPicker, veins, carver, 12345, cx, cz))
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}
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}
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region, err := newDecorationRegion(chunks)
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if err != nil {
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t.Fatal(err)
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}
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if err := region.replayScheduledOres(od, 12345, 1, 0); err != nil {
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t.Fatal(err)
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}
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chunk := region.chunks[[2]int32{1, 0}]
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// Vanilla markers: obsidian (17,13,3) & (21,13,3); gold (19,18,3).
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for _, p := range [][3]int{{17, 13, 3}, {21, 13, 3}, {19, 18, 3}, {19, 14, 3}, {20, 15, 3}} {
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lx, lz := p[0]-16, p[2]
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t.Logf("cell (%d,%d,%d): ours=%s", p[0], p[1], p[2], stateLabel(chunk.GetBlock(lx, p[1], lz)))
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}
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// Count portal-ish states in the chunk.
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counts := map[string]int{}
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for y := MinY; y < MinY+WorldHeight; y++ {
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for z := 0; z < 16; z++ {
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for x := 0; x < 16; x++ {
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switch s := stateLabel(chunk.GetBlock(x, y, z)); s {
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case "minecraft:obsidian", "minecraft:crying_obsidian", "minecraft:gold_block",
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"minecraft:netherrack", "minecraft:magma_block":
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counts[s]++
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}
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}
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}
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}
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t.Logf("portal-ish counts: %v", counts)
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}
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57
internal/world/temp_geom_test.go
Normal file
57
internal/world/temp_geom_test.go
Normal file
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@ -0,0 +1,57 @@
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package world
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import (
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"fmt"
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"testing"
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"regionio/internal/worldgen"
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)
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func TestTempGeometry(t *testing.T) {
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blocks, size, err := loadTemplateCached("ruined_portal/portal_6")
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if err != nil {
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t.Fatal(err)
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}
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pivot := [3]int{size[0] / 2, 0, size[2] / 2}
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fixtures, _ := loadOreFixtureChunks(t)
|
||||
var fix *oreFixtureChunk
|
||||
for i := range fixtures {
|
||||
if fixtures[i].x == 1 && fixtures[i].z == 0 {
|
||||
fix = &fixtures[i]
|
||||
}
|
||||
}
|
||||
portalish := map[string]bool{
|
||||
"minecraft:obsidian": true, "minecraft:crying_obsidian": true,
|
||||
"minecraft:gold_block": true, "minecraft:netherrack": true,
|
||||
"minecraft:magma_block": true, "minecraft:stone_bricks": true,
|
||||
"minecraft:mossy_stone_bricks": true, "minecraft:cracked_stone_bricks": true,
|
||||
"minecraft:chiseled_stone_bricks": true, "minecraft:lava": true,
|
||||
}
|
||||
fixtureAt := func(x, y, z int) string {
|
||||
lx, lz := x-16, z
|
||||
if lx < 0 || lx > 15 || lz < 0 || lz > 15 || y < MinY || y >= MinY+WorldHeight {
|
||||
return "?"
|
||||
}
|
||||
idx := ((y-MinY)*16+lz)*16 + lx
|
||||
return stateLabel(fix.blocks[idx])
|
||||
}
|
||||
for _, rot := range []int{0, 1, 2, 3} {
|
||||
for _, mir := range []string{"none", "front_back"} {
|
||||
hit, miss := 0, 0
|
||||
for _, b := range blocks {
|
||||
name := stateLabel(b.State)
|
||||
if !portalish[name] {
|
||||
continue
|
||||
}
|
||||
p := worldgen.TransformBlockPos(b.Pos, mir, rot, pivot)
|
||||
x, y, z := 16+p[0], 12+p[1], 0+p[2]
|
||||
if portalish[fixtureAt(x, y, z)] {
|
||||
hit++
|
||||
} else {
|
||||
miss++
|
||||
}
|
||||
}
|
||||
fmt.Printf("GEOM rot=%d mirror=%s hit=%d miss=%d\n", rot, mir, hit, miss)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -165,12 +165,12 @@ func TransformBlockPos(pos [3]int, mirror string, rotation int, pivot [3]int) [3
|
|||
}
|
||||
px, pz := pivot[0], pivot[2]
|
||||
switch rotation {
|
||||
case 1: // clockwise_90
|
||||
return [3]int{px - pz + z, y, px + pz - x}
|
||||
case 2: // clockwise_180
|
||||
case 1: // clockwise_90 ($SwitchMap ordinal 1 -> bytecode target 172)
|
||||
return [3]int{px + pz - z, y, pz - px + x}
|
||||
case 3: // counterclockwise_90
|
||||
case 2: // clockwise_180 (target 120)
|
||||
return [3]int{px + px - x, y, pz + pz - z}
|
||||
case 3: // counterclockwise_90 (target 146)
|
||||
return [3]int{px - pz + z, y, px + pz - x}
|
||||
}
|
||||
return [3]int{x, y, z}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue