Real badlands clay bands and a real biome temperature table
The bandlands rule cycled four terracotta colours off a per-column random draw. Vanilla generates a 192-entry band table once per world, from a random source named clay_bands, and reads it at the block's height shifted by the clay_bands_offset noise. Brown, red and light grey terracotta were never placed anywhere; the stripes were the wrong thickness and did not line up between neighbouring columns. All seven colours now appear. The temperature condition matched a hand-written list of eleven biome names. Replacing it with the temperature field read out of the jar's 65 biome JSONs fixes one of them: deep_frozen_ocean reads cold by name but its base temperature is 0.5, so vanilla does not freeze it. taiga and the pine taigas were the other way round -- excluded by name, and correctly so, but by coincidence rather than by data. Two parts of the vanilla calculation are left out and documented where they belong: the height adjustment that cools peaks, and the "frozen" modifier that warms scattered patches of frozen ocean. Both need PerlinSimplexNoise. Neither is reachable from the overworld tree in a way that shows: the single condition that consults temperature sits under a frozen_ocean biome check, below a water check, and decides whether a hole in the ocean floor ices over. The snowy mountain tops come from biome selection, not from here -- which is not what the plan for this commit assumed. The per-column *rand.Rand threaded through SurfaceContext goes away with the old bandlands rule; nothing needs it now that vertical_gradient rolls positionally.
This commit is contained in:
parent
c19e5f0e4f
commit
3a255b52e1
8 changed files with 289 additions and 68 deletions
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@ -302,6 +302,48 @@ func main() {
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fmt.Printf(" OK: %d of %d grass columns carry 2+ blocks of dirt\n", banded, allGrass)
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}
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// Badlands banding: the clay band table is 192 entries of seven terracotta
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// colours. The stand-in it replaced cycled four, so brown, red and light
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// grey never appeared anywhere in the world.
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fmt.Println("\n=== Badlands clay bands (expect several terracotta colours down a column) ===")
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terracottas := map[uint16]string{
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12912: "terracotta", 11444: "white", 11445: "orange", 11448: "yellow",
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11452: "light_gray", 11456: "brown", 11458: "red",
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}
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seenBands := map[uint16]int{}
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badlandsCols := 0
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for cx := int32(-300); cx < 300 && badlandsCols < 8; cx += 7 {
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for cz := int32(-300); cz < 300 && badlandsCols < 8; cz += 7 {
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name := world.BiomeNameAt(od, int(cx)*16+8, int(cz)*16+8)
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if name != "minecraft:badlands" && name != "minecraft:eroded_badlands" && name != "minecraft:wooded_badlands" {
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continue
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}
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ch := gen(cx, cz)
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for lx := 0; lx < 16; lx += 4 {
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for lz := 0; lz < 16; lz += 4 {
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for wy := world.MinY + world.WorldHeight - 1; wy >= world.MinY; wy-- {
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if _, isBand := terracottas[ch.GetBlock(lx, wy, lz)]; isBand {
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seenBands[ch.GetBlock(lx, wy, lz)]++
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}
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}
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}
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}
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badlandsCols++
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}
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}
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if badlandsCols == 0 {
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fmt.Println(" (no badlands in the scan area)")
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} else {
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for id, label := range terracottas {
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fmt.Printf(" %-11s %d\n", label, seenBands[id])
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}
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if len(seenBands) < 6 {
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fmt.Printf(" FAIL: only %d of 7 terracotta colours placed\n", len(seenBands))
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} else {
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fmt.Printf(" OK: %d of 7 terracotta colours across %d badlands chunks\n", len(seenBands), badlandsCols)
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}
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}
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// 2) Cross-section at chunk (0,0): column x=8, over full Y, ASCII.
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fmt.Println("\n=== Cross-section chunk(0,0) z=8, x=0..15 (side view, top 96 blocks near surface) ===")
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c := gen(0, 0)
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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 = 5
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const generatorVersion = 6
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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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@ -123,13 +123,12 @@ func generateVanilla(od *worldgen.OverworldDensity, fluidPicker worldgen.FluidPi
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sctx = surfaceRule.NewContext()
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}
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for lz := 0; lz < 16; lz++ {
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rng := newColumnRand(baseX+lx, baseZ+lz, int(seed))
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if ruleErr == nil {
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applySurfaceRule(od, surfaceRule, sctx, &columns[lx][lz],
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baseX+lx, baseZ+lz, lx, lz, &worldSurface, biomeName[lx][lz], rng)
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} else {
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fillLegacySurface(&columns[lx][lz], surfTop[lx][lz], rng)
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baseX+lx, baseZ+lz, lx, lz, &worldSurface, biomeName[lx][lz])
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continue
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}
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fillLegacySurface(&columns[lx][lz], surfTop[lx][lz], newColumnRand(baseX+lx, baseZ+lz, int(seed)))
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}
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}(lx)
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}
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@ -275,7 +274,7 @@ func substance(aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, x, y, z i
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// One *rand.Rand is created per column (not per block) — bandlands/gradient
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// consume from it sequentially, which is correct because vanilla seeds those
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// per-column too. This avoids ~98k rand.New allocations per chunk.
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func applySurfaceRule(od *worldgen.OverworldDensity, rules *worldgen.SurfaceRuleSet, sctx *worldgen.SurfaceContext, out *[WorldHeight]uint16, wx, wz, lx, lz int, worldSurface *[16][16]int, biomeName string, rng chunkRand) {
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func applySurfaceRule(od *worldgen.OverworldDensity, rules *worldgen.SurfaceRuleSet, sctx *worldgen.SurfaceContext, out *[WorldHeight]uint16, wx, wz, lx, lz int, worldSurface *[16][16]int, biomeName string) {
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top := -1
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for i := WorldHeight - 1; i >= 0; i-- {
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if out[i] != StateAir {
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@ -299,7 +298,6 @@ func applySurfaceRule(od *worldgen.OverworldDensity, rules *worldgen.SurfaceRule
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sctx.SurfaceDepth = surfaceDepth
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sctx.MinSurfaceLevel = od.MinSurfaceLevelAt(wx, wz, surfaceDepth)
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sctx.Steep = steepAt(worldSurface, lx, lz)
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sctx.Rng = rng.toRand()
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minY := MinY
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stoneDepthAbove := 0
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waterHeight := worldgen.NoWaterAbove
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87
internal/worldgen/bandlands.go
Normal file
87
internal/worldgen/bandlands.go
Normal file
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@ -0,0 +1,87 @@
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package worldgen
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import "math"
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// bandlands.go ports SurfaceSystem's badlands clay banding: a 192-entry table
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// of terracotta colours generated once per world, indexed by height plus a
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// noise offset. It is what gives badlands their horizontal stripes.
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//
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// The previous stand-in cycled four colours off a per-column random draw, which
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// produced stripes of the wrong thickness in the wrong places and never used
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// brown, red or light grey at all.
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const clayBandCount = 192
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// clayBands is the generated band table plus the noise that shifts it
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// horizontally.
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type clayBands struct {
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bands [clayBandCount]uint16
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offset *NormalNoise
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}
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// bandAt is SurfaceSystem.getBand.
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func (c *clayBands) bandAt(x, y, z int) uint16 {
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// Math.round, which is floor(v+0.5) — not Go's round-half-away-from-zero.
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shift := int(math.Floor(c.offset.GetValue(float64(x), 0, float64(z))*4.0 + 0.5))
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return c.bands[((y+shift)%clayBandCount+clayBandCount)%clayBandCount]
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}
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// newClayBands is SurfaceSystem.generateBands: terracotta everywhere, then
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// orange stripes at random intervals, then runs of yellow, brown and red, then
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// white bands flanked by light grey.
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func newClayBands(random RandomSource, offset *NormalNoise) *clayBands {
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c := &clayBands{offset: offset}
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terracotta, _ := surfaceBlockID("minecraft:terracotta", nil)
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orange, _ := surfaceBlockID("minecraft:orange_terracotta", nil)
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yellow, _ := surfaceBlockID("minecraft:yellow_terracotta", nil)
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brown, _ := surfaceBlockID("minecraft:brown_terracotta", nil)
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red, _ := surfaceBlockID("minecraft:red_terracotta", nil)
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white, _ := surfaceBlockID("minecraft:white_terracotta", nil)
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lightGray, _ := surfaceBlockID("minecraft:light_gray_terracotta", nil)
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for i := range c.bands {
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c.bands[i] = terracotta
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}
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// The stride is added to the loop variable, so the ++ at the end of each
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// iteration is part of the spacing — as it is in vanilla.
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for i := 0; i < clayBandCount; i++ {
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if i += int(random.NextIntN(5)) + 1; i >= clayBandCount {
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continue
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}
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c.bands[i] = orange
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}
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c.makeBands(random, 1, yellow)
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c.makeBands(random, 2, brown)
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c.makeBands(random, 1, red)
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whiteBandCount := nextIntBetweenInclusive(random, 9, 15)
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for i, start := 0, 0; i < whiteBandCount && start < clayBandCount; i, start = i+1, start+int(random.NextIntN(16))+4 {
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c.bands[start] = white
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if start-1 > 0 && random.NextBoolean() {
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c.bands[start-1] = lightGray
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}
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if start+1 >= clayBandCount || !random.NextBoolean() {
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continue
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}
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c.bands[start+1] = lightGray
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}
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return c
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}
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// makeBands is SurfaceSystem.makeBands: six to fifteen runs of one colour, each
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// a few bands wide, dropped at random offsets.
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func (c *clayBands) makeBands(random RandomSource, baseWidth int, state uint16) {
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bandCount := nextIntBetweenInclusive(random, 6, 15)
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for i := 0; i < bandCount; i++ {
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width := baseWidth + int(random.NextIntN(3))
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start := int(random.NextIntN(clayBandCount))
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for p := 0; start+p < clayBandCount && p < width; p++ {
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c.bands[start+p] = state
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}
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}
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}
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// nextIntBetweenInclusive is RandomSource.nextIntBetweenInclusive.
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func nextIntBetweenInclusive(random RandomSource, lo, hi int) int {
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return lo + int(random.NextIntN(int32(hi-lo+1)))
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}
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99
internal/worldgen/biome_temperature.go
Normal file
99
internal/worldgen/biome_temperature.go
Normal file
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@ -0,0 +1,99 @@
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package worldgen
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// biome_temperature.go holds each overworld biome's base temperature, extracted
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// verbatim from the "temperature" field of data/minecraft/worldgen/biome/*.json
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// inside the 26.1.2 server jar. It replaces a hand-written list of biome names
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// that guessed at which ones were cold.
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//
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// The surface rule tree consults it through exactly one condition
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// (minecraft:temperature), which decides whether a hole in a frozen ocean floor
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// freezes over.
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// biomeTemperature maps a biome to Biome.getBaseTemperature().
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var biomeTemperature = map[string]float32{
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"minecraft:badlands": 2.0,
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"minecraft:bamboo_jungle": 0.95,
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"minecraft:basalt_deltas": 2.0,
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"minecraft:beach": 0.8,
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"minecraft:birch_forest": 0.6,
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"minecraft:cherry_grove": 0.5,
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"minecraft:cold_ocean": 0.5,
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"minecraft:crimson_forest": 2.0,
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"minecraft:dark_forest": 0.7,
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"minecraft:deep_cold_ocean": 0.5,
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"minecraft:deep_dark": 0.8,
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"minecraft:deep_frozen_ocean": 0.5, // temperature_modifier: frozen
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"minecraft:deep_lukewarm_ocean": 0.5,
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"minecraft:deep_ocean": 0.5,
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"minecraft:desert": 2.0,
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"minecraft:dripstone_caves": 0.8,
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"minecraft:end_barrens": 0.5,
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"minecraft:end_highlands": 0.5,
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"minecraft:end_midlands": 0.5,
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"minecraft:eroded_badlands": 2.0,
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"minecraft:flower_forest": 0.7,
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"minecraft:forest": 0.7,
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"minecraft:frozen_ocean": 0.0, // temperature_modifier: frozen
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"minecraft:frozen_peaks": -0.7,
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"minecraft:frozen_river": 0.0,
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"minecraft:grove": -0.2,
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"minecraft:ice_spikes": 0.0,
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"minecraft:jagged_peaks": -0.7,
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"minecraft:jungle": 0.95,
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"minecraft:lukewarm_ocean": 0.5,
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"minecraft:lush_caves": 0.5,
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"minecraft:mangrove_swamp": 0.8,
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"minecraft:meadow": 0.5,
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"minecraft:mushroom_fields": 0.9,
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"minecraft:nether_wastes": 2.0,
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"minecraft:ocean": 0.5,
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"minecraft:old_growth_birch_forest": 0.6,
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"minecraft:old_growth_pine_taiga": 0.3,
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"minecraft:old_growth_spruce_taiga": 0.25,
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"minecraft:pale_garden": 0.7,
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"minecraft:plains": 0.8,
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"minecraft:river": 0.5,
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"minecraft:savanna": 2.0,
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"minecraft:savanna_plateau": 2.0,
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"minecraft:small_end_islands": 0.5,
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"minecraft:snowy_beach": 0.05,
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"minecraft:snowy_plains": 0.0,
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"minecraft:snowy_slopes": -0.3,
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"minecraft:snowy_taiga": -0.5,
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"minecraft:soul_sand_valley": 2.0,
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"minecraft:sparse_jungle": 0.95,
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"minecraft:stony_peaks": 1.0,
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"minecraft:stony_shore": 0.2,
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"minecraft:sunflower_plains": 0.8,
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"minecraft:swamp": 0.8,
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"minecraft:taiga": 0.25,
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"minecraft:the_end": 0.5,
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"minecraft:the_void": 0.5,
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"minecraft:warm_ocean": 0.5,
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"minecraft:warped_forest": 2.0,
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"minecraft:windswept_forest": 0.2,
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"minecraft:windswept_gravelly_hills": 0.2,
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"minecraft:windswept_hills": 0.2,
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"minecraft:windswept_savanna": 2.0,
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"minecraft:wooded_badlands": 2.0,
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}
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// coldEnoughToSnow is Biome.coldEnoughToSnow: below 0.15 the biome gets snow
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// and ice rather than rain.
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//
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// Two parts of vanilla's calculation are not reproduced, both because they need
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// PerlinSimplexNoise, which we do not have:
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//
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// - the height adjustment, which cools a column above sea level + 17 and so
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// puts snow on peaks in otherwise temperate biomes. No rule in the
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// overworld tree reaches this condition above that height.
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// - the "frozen" temperature modifier, which warms scattered patches of
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// frozen_ocean and deep_frozen_ocean. Its absence makes frozen-ocean ice
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// uniform where vanilla leaves open water in it.
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//
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// An unknown biome reads as warm, which is the safe direction: it leaves the
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// default block alone rather than icing something over.
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func coldEnoughToSnow(biome string) bool {
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temperature, ok := biomeTemperature[biome]
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return ok && temperature < 0.15
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}
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@ -17,6 +17,7 @@ type Loader struct {
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rs *RandomState
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dfCache map[string]DensityFunction
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interpolated []*Interpolated
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bands *clayBands
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}
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// OverworldDensity is the parsed final_density plus the set of Interpolated
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@ -446,3 +447,17 @@ func (l *Loader) parseSplineValue(v any) (DensityFunction, error) {
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}
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return l.parseNode(v)
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}
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// clayBands builds the world's badlands band table on first use. It is seeded
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// from the root positional factory hashed by name, as SurfaceSystem does.
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func (l *Loader) clayBands() (*clayBands, error) {
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if l.bands != nil {
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return l.bands, nil
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}
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offset, err := l.noiseField("minecraft:clay_bands_offset")
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if err != nil {
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return nil, fmt.Errorf("clay_bands_offset noise: %w", err)
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}
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l.bands = newClayBands(l.rs.Positional().FromHashOf("minecraft:clay_bands"), offset)
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return l.bands, nil
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}
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@ -4,7 +4,6 @@ import (
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"encoding/json"
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"fmt"
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"math"
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"math/rand"
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)
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// surface.go implements the vanilla SurfaceRules interpreter: a rule tree that
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@ -59,10 +58,6 @@ type SurfaceContext struct {
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// the interpolated preliminary surface level plus SurfaceDepth less 8.
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// above_preliminary_surface tests Y against it.
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MinSurfaceLevel int
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// Rng is a per-column deterministic source for the bandlands rule. It is
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// seeded by the column so results are stable across runs.
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Rng *rand.Rand
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// noiseValues holds one sample per noise the rule tree's noise_threshold
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// conditions reference, refreshed once per column by BeginColumn. Vanilla
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// caches these the same way, through LazyXZCondition.
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@ -107,29 +102,13 @@ func (r conditionRule) Apply(ctx *SurfaceContext) (uint16, bool) {
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return r.then.Apply(ctx)
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}
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// bandlandsRule reproduces the vanilla badlands coloured-clay banding: a
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// deterministic per-column pattern of terracotta colours at certain Y bands. We
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// approximate the 8-band rotation using the column RNG; exact band geometry is
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// captured well enough to read as badlands.
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type bandlandsRule struct{}
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// bandlandsRule reads the world's clay band table at the block's height,
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// shifted horizontally by the clay_bands_offset noise. It is what stripes the
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// badlands.
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type bandlandsRule struct{ bands *clayBands }
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func (bandlandsRule) Apply(ctx *SurfaceContext) (uint16, bool) {
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orange, _ := surfaceBlockID("minecraft:orange_terracotta", nil)
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if ctx.Rng == nil {
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return orange, true
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}
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// Vanilla chooses band by Y + a per-column random offset; the rotation
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// cycles white/orange/yellow/orange terracotta. Pick from the cycle by Y.
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white, _ := surfaceBlockID("minecraft:white_terracotta", nil)
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yellow, _ := surfaceBlockID("minecraft:yellow_terracotta", nil)
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switch (ctx.Y + ctx.Rng.Intn(7)) % 4 {
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case 0:
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return white, true
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case 1, 3:
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return orange, true
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default:
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return yellow, true
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}
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func (r bandlandsRule) Apply(ctx *SurfaceContext) (uint16, bool) {
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return r.bands.bandAt(ctx.X, ctx.Y, ctx.Z), true
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}
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// ---- Condition tests ---------------------------------------------------
|
||||
|
|
@ -188,27 +167,13 @@ func (t waterTest) Test(ctx *SurfaceContext) bool {
|
|||
return y >= ctx.WaterHeight+t.offset+ctx.SurfaceDepth*t.surfaceDepthMul
|
||||
}
|
||||
|
||||
// temperatureTest passes when the (column) temperature is below freezing — the
|
||||
// snow-at-height rule. We fold temperature into the biome name (snowy_*
|
||||
// biomes) rather than sampling the temperature noise, so pass for cold biomes.
|
||||
// temperatureTest passes where the biome is cold enough for snow and ice
|
||||
// rather than rain. The overworld tree uses it once, to freeze holes in a
|
||||
// frozen ocean floor.
|
||||
type temperatureTest struct{}
|
||||
|
||||
func (temperatureTest) Test(ctx *SurfaceContext) bool {
|
||||
return isColdBiome(ctx.BiomeName)
|
||||
}
|
||||
|
||||
// isColdBiome reports whether the biome should receive snow cover. We use the
|
||||
// biome name rather than the temperature noise for simplicity; this matches
|
||||
// the visible result for the standard overworld biomes.
|
||||
func isColdBiome(name string) bool {
|
||||
switch name {
|
||||
case "minecraft:snowy_plains", "minecraft:snowy_taiga", "minecraft:snowy_beach",
|
||||
"minecraft:snowy_slopes", "minecraft:jagged_peaks", "minecraft:frozen_peaks",
|
||||
"minecraft:frozen_river", "minecraft:frozen_ocean", "minecraft:deep_frozen_ocean",
|
||||
"minecraft:ice_spikes", "minecraft:grove":
|
||||
return true
|
||||
}
|
||||
return false
|
||||
return coldEnoughToSnow(ctx.BiomeName)
|
||||
}
|
||||
|
||||
// yAboveTest passes when Y clears an anchor, with optional surface-depth and
|
||||
|
|
@ -445,7 +410,11 @@ func (p *surfaceParser) parseRule(raw json.RawMessage) (SurfaceRule, error) {
|
|||
return conditionRule{test: test, then: then}, nil
|
||||
|
||||
case "minecraft:bandlands":
|
||||
return bandlandsRule{}, nil
|
||||
bands, err := p.loader.clayBands()
|
||||
if err != nil {
|
||||
return nil, err
|
||||
}
|
||||
return bandlandsRule{bands: bands}, nil
|
||||
}
|
||||
return nil, fmt.Errorf("surface: unknown rule type %q", obj.Type)
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,9 +1,6 @@
|
|||
package worldgen
|
||||
|
||||
import (
|
||||
"math/rand"
|
||||
"testing"
|
||||
)
|
||||
import "testing"
|
||||
|
||||
// loadTestRules compiles the overworld surface rule set at a fixed seed.
|
||||
func loadTestRules(t *testing.T) *SurfaceRuleSet {
|
||||
|
|
@ -47,7 +44,6 @@ func TestSurfaceRuleNoPanic(t *testing.T) {
|
|||
ctx.SeaLevel, ctx.MinY = 63, -64
|
||||
ctx.MinSurfaceLevel, ctx.WaterHeight = 80, NoWaterAbove
|
||||
ctx.SurfaceDepth = 3
|
||||
ctx.Rng = rand.New(rand.NewSource(1))
|
||||
for _, b := range biomes {
|
||||
ctx.BiomeName = b
|
||||
for y := 0; y < 100; y++ {
|
||||
|
|
@ -70,7 +66,6 @@ func TestSurfaceBedrockFloor(t *testing.T) {
|
|||
ctx.BiomeName = "minecraft:plains"
|
||||
ctx.MinSurfaceLevel, ctx.WaterHeight = 62, NoWaterAbove
|
||||
ctx.SurfaceDepth = 3
|
||||
ctx.Rng = rand.New(rand.NewSource(1))
|
||||
state, ok := rules.Apply(ctx)
|
||||
if !ok {
|
||||
t.Fatal("no rule matched at bedrock floor")
|
||||
|
|
@ -116,21 +111,37 @@ func TestSurfaceBlockIDResolution(t *testing.T) {
|
|||
}
|
||||
}
|
||||
|
||||
// TestIsColdBiome confirms the snow-cover predicate recognises cold biomes so
|
||||
// the temperature condition routes snowy biomes to snow.
|
||||
func TestIsColdBiome(t *testing.T) {
|
||||
cold := []string{"minecraft:snowy_plains", "minecraft:frozen_peaks", "minecraft:grove"}
|
||||
// TestColdEnoughToSnow pins the temperature predicate against the biome table
|
||||
// extracted from the jar. deep_frozen_ocean is the interesting case: the name
|
||||
// reads cold but its base temperature is 0.5, so vanilla does not freeze it —
|
||||
// the hand-written list this replaced got it wrong.
|
||||
func TestColdEnoughToSnow(t *testing.T) {
|
||||
cold := []string{
|
||||
"minecraft:frozen_ocean", "minecraft:frozen_peaks", "minecraft:frozen_river",
|
||||
"minecraft:grove", "minecraft:ice_spikes", "minecraft:jagged_peaks",
|
||||
"minecraft:snowy_beach", "minecraft:snowy_plains", "minecraft:snowy_slopes",
|
||||
"minecraft:snowy_taiga",
|
||||
}
|
||||
for _, b := range cold {
|
||||
if !isColdBiome(b) {
|
||||
t.Errorf("isColdBiome(%q) = false, want true", b)
|
||||
if !coldEnoughToSnow(b) {
|
||||
t.Errorf("coldEnoughToSnow(%q) = false, want true", b)
|
||||
}
|
||||
}
|
||||
warm := []string{"minecraft:desert", "minecraft:plains", "minecraft:badlands"}
|
||||
warm := []string{
|
||||
"minecraft:desert", "minecraft:plains", "minecraft:badlands",
|
||||
"minecraft:deep_frozen_ocean", "minecraft:taiga", "minecraft:windswept_hills",
|
||||
}
|
||||
for _, b := range warm {
|
||||
if isColdBiome(b) {
|
||||
t.Errorf("isColdBiome(%q) = true, want false", b)
|
||||
if coldEnoughToSnow(b) {
|
||||
t.Errorf("coldEnoughToSnow(%q) = true, want false", b)
|
||||
}
|
||||
}
|
||||
if coldEnoughToSnow("minecraft:not_a_biome") {
|
||||
t.Error("an unknown biome read as cold")
|
||||
}
|
||||
if len(biomeTemperature) != 65 {
|
||||
t.Errorf("biome temperature table has %d entries, want 65", len(biomeTemperature))
|
||||
}
|
||||
}
|
||||
|
||||
// TestWaterCondition pins SurfaceRules.WaterConditionSource against the
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue