Implement the vanilla Aquifer; stop flooding caves

Every air block below y=63 was turned into water. That is one line of code and
it cost the entire underground: no dry caves, no lava lakes, no air pockets, a
solid block of water from the sea floor to bedrock.

Vanilla decides fluid per position instead. Aquifer centres sit on a jittered
16x12x16 grid; each gets a fluid level and type from the floodedness and spread
noises, with centres near open sky inheriting the sea and buried ones getting a
much lower randomised level or nothing at all. A position takes its nearest
centre's fluid unless the barrier noise raises enough pressure between the two
or three nearest centres to seal it back to stone. Deep centres turn to lava.

Porting it means fixing the order of generation, not just adding a file. Vanilla
resolves stone/water/lava/air during the density pass and only then runs the
surface rules over a finished column; we did it the other way round, which is
what forced the unconditional flood in the first place. fillVanillaColumn now
asks the aquifer per position, and applySurfaceRule walks the finished column
carrying the bookkeeping SurfaceSystem carries: air resets the counters, a fluid
records its water height, and stone gets a depth from the top of its run plus
one from the bottom, found by looking ahead to the next non-stone block below.

That last one fixes stone_depth's ceiling form, which had no bottom-up depth to
work with and was testing the top-down one instead -- fourteen rules in the
overworld tree use it to dress cave roofs. The floor form is unchanged: vanilla
counts from 1 and compares against 1 + offset, we counted from 0 and compared
against offset.

The aquifer grid is built eagerly per chunk rather than lazily, because our
columns fill concurrently; every cell is a pure function of its grid coordinate
and every cell in the computed range gets consulted anyway. Cost is ~0.5% of
chunk generation, most of it absorbed by the shared preliminary-surface cache.

Inland caves go from 100% water to 3.8%, and lava exists for the first time.
cmd/gendump grows a census that would have failed loudly before, and
TestCavesAreDry guards it in the suite.
This commit is contained in:
Master290 2026-07-27 02:02:12 +03:00
parent ed045ee09d
commit 21a10ab65e
7 changed files with 805 additions and 73 deletions

View file

@ -1,6 +1,7 @@
package world
import (
"math"
"math/rand"
"sync"
@ -29,12 +30,13 @@ func NewVanillaGenerator(seed int64) Generator {
if err != nil {
panic("world: loading overworld density: " + err.Error())
}
fluidPicker := worldgen.OverworldFluidPicker(od.SeaLevel)
return func(cx, cz int32) *Chunk {
return generateVanilla(od, seed, cx, cz)
return generateVanilla(od, fluidPicker, seed, cx, cz)
}
}
func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *Chunk {
func generateVanilla(od *worldgen.OverworldDensity, fluidPicker worldgen.FluidPicker, seed int64, cx, cz int32) *Chunk {
c := NewChunk(cx, cz, BiomePlains) // per-cell biomes override below
baseX, baseZ := int(cx)*16, int(cz)*16
@ -81,6 +83,14 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
// to parse, surface fill falls back to the biome-blind heuristics.
surfaceRule, ruleErr := od.SurfaceRule()
// The aquifer decides fluid per position while the column is laid down. Its
// cell grid spans the chunk plus a margin, so it is built once per chunk and
// shared, read-only, by the parallel column fill.
var aq *worldgen.Aquifer
if od.AquifersEnabled {
aq = worldgen.NewAquifer(od, int(cx), int(cz), fluidPicker)
}
var columns [16][16][WorldHeight]uint16
var surfTop [16][16]int // top solid index, -1 if none
var grass [16][16]bool // grassy land surface (tree-plantable)
@ -94,7 +104,7 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
if ruleErr == nil {
rule = surfaceRule
}
surfTop[lx][lz], grass[lx][lz] = fillVanillaColumn(od, grids, interp, &columns[lx][lz], baseX+lx, baseZ+lz, lx, lz, seed, rule, biomeName[lx][lz])
surfTop[lx][lz], grass[lx][lz] = fillVanillaColumn(od, aq, fluidPicker, grids, interp, &columns[lx][lz], baseX+lx, baseZ+lz, lx, lz, seed, rule, biomeName[lx][lz])
}
}(lx)
}
@ -147,17 +157,20 @@ func fillBiomes3D(c *Chunk, od *worldgen.OverworldDensity, s2D [16][16]worldgen.
}
// fillVanillaColumn lays the blocks for one column and returns the top solid
// index and whether the surface is grassy land (suitable for trees). When a
// surface rule tree is provided, surface blocks are decided by it (vanilla
// behaviour: biome/depth/steepness/water/y-driven); otherwise the legacy
// beach/grass/dirt heuristics are used as a fallback.
func fillVanillaColumn(od *worldgen.OverworldDensity, grids []cornerGrid, interp []float64, out *[WorldHeight]uint16, wx, wz, lx, lz int, seed int64, rule worldgen.SurfaceRule, biomeName string) (int, bool) {
// index and whether the surface is grassy land (suitable for trees).
//
// The order matches vanilla: the density pass decides stone-or-not, the aquifer
// turns every non-stone position into air, water or lava (and can also seal a
// position back to stone where the barrier noise says the rock holds), and only
// then does the surface rule tree walk the finished column. Doing it the other
// way round is what forced the old unconditional "flood everything under sea
// level" pass, which left every cave below y=63 underwater.
func fillVanillaColumn(od *worldgen.OverworldDensity, aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, grids []cornerGrid, interp []float64, out *[WorldHeight]uint16, wx, wz, lx, lz int, seed int64, rule worldgen.SurfaceRule, biomeName string) (int, bool) {
cx0 := lx / cellWidth
cz0 := lz / cellWidth
fx := float64(lx%cellWidth) / cellWidth
fz := float64(lz%cellWidth) / cellWidth
var solid [WorldHeight]bool
top := -1
for i := 0; i < WorldHeight; i++ {
cy0 := i / cellHeight
@ -165,9 +178,12 @@ func fillVanillaColumn(od *worldgen.OverworldDensity, grids []cornerGrid, interp
for n := range grids {
interp[n] = trilerp(&grids[n], cx0, cy0, cz0, fx, fy, fz)
}
ctx := worldgen.FunctionContext{X: float64(wx), Y: float64(MinY + i), Z: float64(wz)}.WithInterp(interp)
if od.Final.Compute(ctx) > 0 {
solid[i] = true
y := MinY + i
ctx := worldgen.FunctionContext{X: float64(wx), Y: float64(y), Z: float64(wz)}.WithInterp(interp)
density := od.Final.Compute(ctx)
state, isDefaultBlock := substance(aq, fluidPicker, wx, y, wz, density)
out[i] = state
if isDefaultBlock {
top = i
}
}
@ -183,28 +199,56 @@ func fillVanillaColumn(od *worldgen.OverworldDensity, grids []cornerGrid, interp
rng := newColumnRand(wx, wz, int(seed))
if rule != nil {
applySurfaceRule(out, solid, top, wx, wz, SeaLevel, MinY, biomeName, rule, rng)
applySurfaceRule(out, wx, wz, SeaLevel, MinY, biomeName, rule, rng, top)
} else {
fillLegacySurface(out, solid, top, beach, deepWater, topY, rng)
}
// Water fills air below sea level regardless of rule path.
for i := 0; i < WorldHeight; i++ {
if out[i] == StateAir && MinY+i < SeaLevel {
out[i] = StateWater
}
fillLegacySurface(out, top, beach, deepWater, rng)
}
return top, top >= 0 && !beach && !deepWater && topY >= SeaLevel
}
// applySurfaceRule walks the column top-to-surface applying the rule tree. For
// each solid block it builds a SurfaceContext and lets the rule decide; the
// stone depth counts how far below the surface the block sits. Air blocks
// above the surface are left for the water fill.
// substance resolves one position to the block the terrain pass leaves behind:
// the default block where the density is solid, otherwise whatever the aquifer
// puts there — air, water or lava. The second result says which of the two
// happened, so the caller can track the top solid block without re-testing.
func substance(aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, x, y, z int, density float64) (state uint16, isDefaultBlock bool) {
if aq == nil {
// aquifers_enabled=false: Aquifer.createDisabled, the global fluid rule
// with no cells and no barriers.
if density > 0 {
return StateStone, true
}
return fluidPicker(x, y, z).At(y), false
}
if s, ok := aq.ComputeSubstance(x, y, z, density); ok {
return s, false
}
return StateStone, true
}
// applySurfaceRule walks the finished column from the top down, applying the
// rule tree to every default-block position, and mirrors SurfaceSystem's
// bookkeeping as it goes:
//
// - air resets both the stone depth and the water height;
// - a fluid records the height of the first (topmost) block of its run;
// - stone carries a depth counted down from the top of its run, and a depth
// counted up from the bottom, found by looking ahead to the next non-stone
// block below.
//
// The rule only replaces the default block, so anything the aquifer placed —
// water in an ocean, lava in a deep pocket — survives untouched.
//
// One *rand.Rand is created per column (not per block) — bandlands/gradient
// consume from it sequentially, which is correct because vanilla seeds those
// per-column too. This avoids ~98k rand.New allocations per chunk.
func applySurfaceRule(out *[WorldHeight]uint16, solid [WorldHeight]bool, top int, wx, wz, seaLevel, minY int, biomeName string, rule worldgen.SurfaceRule, rng chunkRand) {
func applySurfaceRule(out *[WorldHeight]uint16, wx, wz, seaLevel, minY int, biomeName string, rule worldgen.SurfaceRule, rng chunkRand, topSolid int) {
top := -1
for i := WorldHeight - 1; i >= 0; i-- {
if out[i] != StateAir {
top = i
break
}
}
if top < 0 {
return
}
@ -225,52 +269,82 @@ func applySurfaceRule(out *[WorldHeight]uint16, solid [WorldHeight]bool, top int
MinY: minY,
SurfaceNoise: surfaceNoise,
SurfaceDepth: 0,
PreliminarySurface: minY + top,
PreliminarySurface: minY + topSolid,
Rng: colRng,
}
stoneDepthAbove := 0
waterHeight := math.MinInt
nextCeilingStoneY := math.MaxInt
for i := top; i >= 0; i-- {
if !solid[i] {
y := minY + i
old := out[i]
if old == StateAir {
stoneDepthAbove = 0
waterHeight = math.MinInt
continue
}
if isFluidState(old) {
if waterHeight == math.MinInt {
waterHeight = y + 1
}
continue
}
if nextCeilingStoneY >= y {
// Look ahead to the first non-stone block below; the scan runs one
// past the world floor, which reads as air, so it always terminates.
nextCeilingStoneY = worldgen.WayBelowMinY
for j := i - 1; j >= -1; j-- {
if j >= 0 && isStoneState(out[j]) {
continue
}
nextCeilingStoneY = minY + j + 1
break
}
}
stoneDepthAbove++
sctx.Y = y
sctx.StoneDepthAbove = stoneDepthAbove
sctx.StoneDepthBelow = y - nextCeilingStoneY + 1
sctx.WaterHeight = waterHeight
if old != StateStone {
continue
}
sctx.Y = minY + i
sctx.StoneDepthAbove = top - i
// Solid blocks default to stone; the rule tree overrides only the
// surface layers it matches (grass/sand/terracotta/etc). Blocks where
// the rule does not match (depth > surface band) keep stone, matching
// vanilla: surface rules replace only the top few blocks, the column is
// otherwise stone down to bedrock.
out[i] = StateStone
if state, ok := rule.Apply(sctx); ok && state != 0 {
out[i] = state
}
}
}
// isFluidState reports whether a raw terrain block is a fluid (SurfaceSystem
// branches on getFluidState().isEmpty()). Only the aquifer's own fluids can
// appear here, since the rule pass runs before decoration.
func isFluidState(s uint16) bool { return s == StateWater || s == StateLava }
// isStoneState is SurfaceSystem.isStone: solid, non-fluid, non-air.
func isStoneState(s uint16) bool { return s != StateAir && !isFluidState(s) }
// fillLegacySurface is the biome-blind heuristic used when no surface rule is
// available (parse failure). It mirrors the pre-surface-rule block switch.
func fillLegacySurface(out *[WorldHeight]uint16, solid [WorldHeight]bool, top int, beach, deepWater bool, topY int, rng chunkRand) {
// available (parse failure). It dresses the stone the terrain and aquifer
// passes already laid down, leaving their air and fluids alone.
func fillLegacySurface(out *[WorldHeight]uint16, top int, beach, deepWater bool, rng chunkRand) {
for i := 0; i < WorldHeight; i++ {
y := MinY + i
if !isStoneState(out[i]) {
continue
}
switch {
case y <= MinY:
out[i] = StateBedrock
case y <= MinY+4 && solid[i] && bedrockAt(&rng, y-MinY):
case y <= MinY+4 && bedrockAt(&rng, y-MinY):
out[i] = StateBedrock
case solid[i]:
switch {
case beach && i > top-4:
out[i] = StateSand
case deepWater && i == top:
out[i] = StateGravel
case i == top && y >= SeaLevel:
out[i] = StateGrass
case i > top-4:
out[i] = StateDirt
default:
out[i] = StateStone
}
case y < SeaLevel:
out[i] = StateWater
case beach && i > top-4:
out[i] = StateSand
case deepWater && i == top:
out[i] = StateGravel
case i == top && y >= SeaLevel:
out[i] = StateGrass
case i > top-4:
out[i] = StateDirt
}
}
}