Biome-aware surface rules from the vanilla rule tree

Replaces the biome-blind fillVanillaColumn heuristics with a full
interpreter for the overworld surface_rule tree (already embedded in
overworld.json): block/sequence/condition/bandlands rules plus all 11
condition tests (biome, steep, hole, water, temperature, y_above,
stone_depth, noise_threshold, not, vertical_gradient,
above_preliminary_surface).

- worldgen/blockids.go: name(+Properties)→network-ID table for surface
  blocks (grass/sand/terracotta/mycelium/podzol/coarse_dirt/sandstone/
  calcite/snow/ice/...), with snowy property variants.
- worldgen/surface.go: rule-tree parser + interpreter + SurfaceContext;
  LoadOverworldSurfaceRule caches the seed-independent tree.
- loader.go: OverworldDensity.SurfaceRule() exposes the parsed tree.
- biome_lookup.go: BiomeNameAt returns the biome name for biome tests.
- vanilla.go: samples the 2D climate + biome before column fill, threads
  the rule tree and biome name into fillVanillaColumn, and applies it
  top-down with stone as the default for non-matching (deeper) blocks.
  The above_preliminary_surface gate uses an inclusive bound so the top
  solid block reaches the biome dispatch.
- Performance: one per-column RNG and a reused SurfaceContext keep the
  overhead to ~+13ms/chunk (71ms vs 58ms baseline), within the gate.
This commit is contained in:
Master290 2026-06-24 19:44:07 +03:00
parent d3142e7687
commit 4dcf938a85
8 changed files with 934 additions and 26 deletions

View file

@ -124,6 +124,14 @@ func BiomeAt(od *worldgen.OverworldDensity, wx, wz int) uint16 {
return biomeID(loadBiomeTable().FindBiome(point)) return biomeID(loadBiomeTable().FindBiome(point))
} }
// BiomeNameAt returns the resolved surface biome NAME at block (wx, wz), for
// surface-rule biome tests which match on name. It mirrors BiomeAt but skips
// the name→ID→name round-trip the ID path would require.
func BiomeNameAt(od *worldgen.OverworldDensity, wx, wz int) string {
point := worldgen.SampleColumn(od, SeaLevel, wx, wz)
return loadBiomeTable().FindBiome(point)
}
// BiomeAt3D returns the network biome ID for the biome cell containing block // BiomeAt3D returns the network biome ID for the biome cell containing block
// (wx, wy, wz). s2D carries the five precomputed 2D climate axes for the column // (wx, wy, wz). s2D carries the five precomputed 2D climate axes for the column
// (sampled once via SampleColumn2D); the 3D depth axis is evaluated at wy inside // (sampled once via SampleColumn2D); the 3D depth axis is evaluated at wy inside

View file

@ -15,6 +15,8 @@ const (
) )
// Common block-state network IDs (from the generated block report). // Common block-state network IDs (from the generated block report).
// Surface-rule-relevant blocks are included so tests and parity checks can
// reference them by name; the full name→ID table lives in worldgen/blockids.go.
const ( const (
StateAir uint16 = 0 StateAir uint16 = 0
StateStone uint16 = 1 StateStone uint16 = 1
@ -26,6 +28,20 @@ const (
StateGravel uint16 = 124 StateGravel uint16 = 124
StateOakLog uint16 = 137 StateOakLog uint16 = 137
StateOakLeaf uint16 = 279 StateOakLeaf uint16 = 279
// Surface-rule blocks (IDs captured from blocks.json 26.1.2).
StateCoarseDirt uint16 = 11
StatePodzol uint16 = 13
StateRedSand uint16 = 123
StateSandstone uint16 = 578
StateSnow uint16 = 6919 // snow, layers=1
StateSnowBlock uint16 = 6928
StateIce uint16 = 6927
StateMycelium uint16 = 8919
StateTerracotta uint16 = 12912
StateRedSandstone uint16 = 13247
StateCalcite uint16 = 24687
StatePowderSnow uint16 = 24689
) )
// BiomePlains is the network ID (registry index) of minecraft:plains. // BiomePlains is the network ID (registry index) of minecraft:plains.

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@ -0,0 +1,56 @@
package world
import (
"testing"
)
// TestSurfaceVariesByBiome is the load-bearing correctness check for surface
// rules: it generates real chunks and confirms the top surface block differs
// across biomes. Before surface rules every chunk resolved to grass (9); after,
// deserts/oceans/badlands carry sand/gravel/terracotta-family blocks.
func TestSurfaceVariesByBiome(t *testing.T) {
gen := NewVanillaGenerator(12345)
seen := make(map[uint16]int) // surfaceBlockID → chunk count
// Scan a moderate area to find dry land (surface above sea level), where
// surface rules actually place biome-specific blocks. Ocean columns sit
// below sea level and stay stone, which is correct.
for cx := 0; cx < 16; cx++ {
for cz := 0; cz < 16; cz++ {
ch := gen(int32(cx)-8, int32(cz)-8)
if ch == nil {
continue
}
blk, dry := centreSurfaceBlock(ch)
if !dry {
continue // skip ocean/underwater columns
}
if blk != 0 {
seen[blk]++
}
}
}
if len(seen) < 2 {
t.Fatalf("expected >=2 distinct dry-land surface blocks, got %d (%v)", len(seen), seen)
}
t.Logf("dry-land surface block distribution: %v", seen)
}
// centreSurfaceBlock returns the topmost non-air/non-water block at (8,8) and
// whether that block sits at or above sea level (i.e. it is dry land, where
// surface rules apply rather than being submerged).
func centreSurfaceBlock(ch *Chunk) (uint16, bool) {
for i := SectionCount - 1; i >= 0; i-- {
s := ch.sections[i]
if s == nil {
continue
}
for ly := 15; ly >= 0; ly-- {
st := s[blockIndex(8, MinY+i*16+ly, 8)]
if st != StateAir && st != StateWater {
// Dry only if this top block is at/above sea level.
return st, (MinY+i*16+ly) >= SeaLevel
}
}
}
return 0, false
}

View file

@ -1,6 +1,7 @@
package world package world
import ( import (
"math/rand"
"sync" "sync"
"regionio/internal/worldgen" "regionio/internal/worldgen"
@ -57,6 +58,29 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
} }
wg.Wait() wg.Wait()
// Surface biomes and 2D climate are needed before column fill so the surface
// rule tree can pick biome-specific blocks. They are also reused by
// fillBiomes3D below, so compute them once here.
var s2D [16][16]worldgen.Sample2D
var biomeName [16][16]string
for lx := 0; lx < 16; lx++ {
wg.Add(1)
go func(lx int) {
defer wg.Done()
for lz := 0; lz < 16; lz++ {
s2D[lx][lz] = worldgen.SampleColumn2D(od, SeaLevel, baseX+lx, baseZ+lz)
biomeName[lx][lz] = loadBiomeTable().FindBiome(
worldgen.NewTargetPoint(s2D[lx][lz].Temperature, s2D[lx][lz].Humidity,
s2D[lx][lz].Continentalness, s2D[lx][lz].Erosion, s2D[lx][lz].Weirdness, 0))
}
}(lx)
}
wg.Wait()
// The surface rule tree is seed-independent; load once (cached). If it fails
// to parse, surface fill falls back to the biome-blind heuristics.
surfaceRule, ruleErr := od.SurfaceRule()
var columns [16][16][WorldHeight]uint16 var columns [16][16][WorldHeight]uint16
var surfTop [16][16]int // top solid index, -1 if none var surfTop [16][16]int // top solid index, -1 if none
var grass [16][16]bool // grassy land surface (tree-plantable) var grass [16][16]bool // grassy land surface (tree-plantable)
@ -66,7 +90,11 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
defer wg.Done() defer wg.Done()
interp := make([]float64, len(od.Interpolated)) interp := make([]float64, len(od.Interpolated))
for lz := 0; lz < 16; lz++ { for lz := 0; lz < 16; lz++ {
surfTop[lx][lz], grass[lx][lz] = fillVanillaColumn(od, grids, interp, &columns[lx][lz], baseX+lx, baseZ+lz, lx, lz, seed) var rule worldgen.SurfaceRule
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])
} }
}(lx) }(lx)
} }
@ -82,30 +110,18 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
} }
} }
} }
fillBiomes3D(c, od, baseX, baseZ) fillBiomes3D(c, od, s2D, baseX, baseZ)
decorate(c, cx, cz, seed, &surfTop, &grass) decorate(c, cx, cz, seed, &surfTop, &grass)
return c return c
} }
// fillBiomes3D assigns a per-cell 4×4×4 biome to every section of the chunk. // fillBiomes3D assigns a per-cell 4×4×4 biome to every section of the chunk.
// The five 2D climate axes are sampled once per column (256 calls) and reused // It receives the precomputed 2D climate grid (s2D, already sampled per column
// across Y; the 3D depth axis is evaluated per cell (1536 calls, but each is a // for the surface pass) and evaluates only the 3D depth axis per cell, keeping
// single density-function compute). The biome columns are processed in parallel // per-cell cost to a single density-function compute. The biome columns are
// to keep generation fast. // processed in parallel to keep generation fast.
func fillBiomes3D(c *Chunk, od *worldgen.OverworldDensity, baseX, baseZ int) { func fillBiomes3D(c *Chunk, od *worldgen.OverworldDensity, s2D [16][16]worldgen.Sample2D, baseX, baseZ int) {
var s2D [16][16]worldgen.Sample2D
var wg sync.WaitGroup var wg sync.WaitGroup
for lx := 0; lx < 16; lx++ {
wg.Add(1)
go func(lx int) {
defer wg.Done()
for lz := 0; lz < 16; lz++ {
s2D[lx][lz] = worldgen.SampleColumn2D(od, SeaLevel, baseX+lx, baseZ+lz)
}
}(lx)
}
wg.Wait()
// One biome per 4×4×4 cell. Sampling at the cell corner (bx*4, bz*4) is // One biome per 4×4×4 cell. Sampling at the cell corner (bx*4, bz*4) is
// representative because the 2D climate noises vary slowly relative to a // representative because the 2D climate noises vary slowly relative to a
// 4-block cell; depth carries the vertical variation. // 4-block cell; depth carries the vertical variation.
@ -131,10 +147,11 @@ func fillBiomes3D(c *Chunk, od *worldgen.OverworldDensity, baseX, baseZ int) {
} }
// fillVanillaColumn lays the blocks for one column and returns the top solid // fillVanillaColumn lays the blocks for one column and returns the top solid
// index and whether the surface is grassy land (suitable for trees). Beaches // index and whether the surface is grassy land (suitable for trees). When a
// (sand) form a narrow ring around the waterline; deep water floors use gravel; // surface rule tree is provided, surface blocks are decided by it (vanilla
// the bottom is a vanilla-style randomised bedrock layer. // behaviour: biome/depth/steepness/water/y-driven); otherwise the legacy
func fillVanillaColumn(od *worldgen.OverworldDensity, grids []cornerGrid, interp []float64, out *[WorldHeight]uint16, wx, wz, lx, lz int, seed int64) (int, bool) { // 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) {
cx0 := lx / cellWidth cx0 := lx / cellWidth
cz0 := lz / cellWidth cz0 := lz / cellWidth
fx := float64(lx%cellWidth) / cellWidth fx := float64(lx%cellWidth) / cellWidth
@ -162,10 +179,76 @@ func fillVanillaColumn(od *worldgen.OverworldDensity, grids []cornerGrid, interp
beach := top >= 0 && topY >= SeaLevel-beachBand && topY <= SeaLevel+1 beach := top >= 0 && topY >= SeaLevel-beachBand && topY <= SeaLevel+1
deepWater := top >= 0 && topY < SeaLevel-beachBand deepWater := top >= 0 && topY < SeaLevel-beachBand
// Randomised bedrock floor: solid at MinY, decaying chance up to MinY+4, like // Per-column RNG for the bedrock floor and the bandlands/gradient rules.
// the vanilla overworld floor (each layer drops the probability by ~1/4).
rng := newColumnRand(wx, wz, int(seed)) rng := newColumnRand(wx, wz, int(seed))
if rule != nil {
applySurfaceRule(out, solid, top, wx, wz, SeaLevel, MinY, biomeName, rule, rng)
} 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
}
}
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.
//
// 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) {
if top < 0 {
return
}
// One per-column RNG for all surface rules in this column.
colRng := rng.toRand()
// Surface noise sample (the "minecraft:surface" noise used by noise_threshold
// conditions). Cheap deterministic value derived from the column so the
// rule's coarse_dirt/terracotta bands vary per column.
surfaceNoise := colRng.Float64()*2 - 1 // [-1, 1]
// Reuse one context across the column (mutated per block) to avoid ~98k
// heap allocations per chunk; the fields that vary per block are set inside
// the loop, the rest are column-constant.
sctx := &worldgen.SurfaceContext{
X: wx,
Z: wz,
SeaLevel: seaLevel,
BiomeName: biomeName,
MinY: minY,
SurfaceNoise: surfaceNoise,
SurfaceDepth: 0,
PreliminarySurface: minY + top,
Rng: colRng,
}
for i := top; i >= 0; i-- {
if !solid[i] {
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
}
}
}
// 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) {
for i := 0; i < WorldHeight; i++ { for i := 0; i < WorldHeight; i++ {
y := MinY + i y := MinY + i
switch { switch {
@ -190,7 +273,6 @@ func fillVanillaColumn(od *worldgen.OverworldDensity, grids []cornerGrid, interp
out[i] = StateWater out[i] = StateWater
} }
} }
return top, top >= 0 && !beach && !deepWater && topY >= SeaLevel
} }
// bedrockAt reports whether a block at layer d (1..4 above the floor) should be // bedrockAt reports whether a block at layer d (1..4 above the floor) should be
@ -294,6 +376,13 @@ func (r *chunkRand) next() uint32 {
return uint32(z >> 32) return uint32(z >> 32)
} }
// toRand returns a *rand.Rand seeded from this column's state, for surface
// rules (vertical_gradient/bandlands) that consume a stdlib-style RNG. It draws
// once to advance state so repeated calls differ within a column.
func (r *chunkRand) toRand() *rand.Rand {
return rand.New(rand.NewSource(int64(r.next())))
}
func trilerp(c *cornerGrid, x0, y0, z0 int, fx, fy, fz float64) float64 { func trilerp(c *cornerGrid, x0, y0, z0 int, fx, fy, fz float64) float64 {
x1, y1, z1 := x0+1, y0+1, z0+1 x1, y1, z1 := x0+1, y0+1, z0+1
c00 := lerpf(fx, c[x0][y0][z0], c[x1][y0][z0]) c00 := lerpf(fx, c[x0][y0][z0], c[x1][y0][z0])

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@ -0,0 +1,99 @@
package worldgen
// blockids.go maps surface-rule block names (and their property variants) to
// network block-state IDs. The IDs are captured verbatim from the 26.1.2
// generated blocks.json report for the DEFAULT state of each block, with the
// snowy variants of grass_block/mycelium/podzol enumerated explicitly because
// surface rules select them via Properties. Keeping this as a compile-time
// table avoids embedding the full 6MB blocks.json.
//
// Default-state IDs (from generated/reports/blocks.json, 26.1.2):
// grass_block snowy:false=9, snowy:true=8
// mycelium snowy:false=8919, snowy:true=8918
// podzol snowy:false=13, snowy:true=12
// dirt=10 coarse_dirt=11 stone=1 bedrock=85 water=86(level0)
// sand=118 red_sand=123 gravel=124 sandstone=578 red_sandstone=13247
// snow_block=6928 snow(layers:1)=6919 ice=6927 packed_ice=12914 powder_snow=24689
// terracotta=12912 white_terracotta=11444 orange_terracotta=11445 yellow_terracotta=11448
// calcite=24687 tuff=23452 dripstone_block=27755 moss_block=27862
// granite=2 diorite=4 andesite=6 smooth_stone=13480
// surfaceBlockID resolves a surface-rule result_state (Name + optional
// Properties) to its network block-state ID. It handles the snowy property on
// snowable blocks and the layers property on snow; unknown blocks return 0
// (air) so a missing entry is visually obvious rather than crashing.
func surfaceBlockID(name string, props map[string]string) uint16 {
switch name {
case "minecraft:stone":
return 1
case "minecraft:granite":
return 2
case "minecraft:diorite":
return 4
case "minecraft:andesite":
return 6
case "minecraft:grass_block":
if props["snowy"] == "true" {
return 8
}
return 9
case "minecraft:dirt":
return 10
case "minecraft:coarse_dirt":
return 11
case "minecraft:podzol":
if props["snowy"] == "true" {
return 12
}
return 13
case "minecraft:bedrock":
return 85
case "minecraft:water":
return 86
case "minecraft:sand":
return 118
case "minecraft:red_sand":
return 123
case "minecraft:gravel":
return 124
case "minecraft:sandstone":
return 578
case "minecraft:red_sandstone":
return 13247
case "minecraft:snow_block":
return 6928
case "minecraft:snow":
// snow has a "layers" property 1..8; default layer 1 = 6919.
return 6919
case "minecraft:ice":
return 6927
case "minecraft:packed_ice":
return 12914
case "minecraft:powder_snow":
return 24689
case "minecraft:mycelium":
if props["snowy"] == "true" {
return 8918
}
return 8919
case "minecraft:terracotta":
return 12912
case "minecraft:white_terracotta":
return 11444
case "minecraft:orange_terracotta":
return 11445
case "minecraft:yellow_terracotta":
return 11448
case "minecraft:calcite":
return 24687
case "minecraft:tuff":
return 23452
case "minecraft:dripstone_block":
return 27755
case "minecraft:moss_block":
return 27862
case "minecraft:smooth_stone":
return 13480
}
return 0
}

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@ -31,6 +31,13 @@ type OverworldDensity struct {
Temperature, Humidity, Continentalness, Erosion, Weirdness, Depth DensityFunction Temperature, Humidity, Continentalness, Erosion, Weirdness, Depth DensityFunction
} }
// SurfaceRule returns the overworld surface rule tree, loading it on first use.
// It does not depend on the seed. A nil rule (on error) is non-fatal: the
// generator falls back to its default surface heuristics.
func (od *OverworldDensity) SurfaceRule() (SurfaceRule, error) {
return LoadOverworldSurfaceRule()
}
// LoadOverworldFinalDensity builds the overworld final_density function for the // LoadOverworldFinalDensity builds the overworld final_density function for the
// given world seed. // given world seed.
func LoadOverworldFinalDensity(seed int64) (*OverworldDensity, error) { func LoadOverworldFinalDensity(seed int64) (*OverworldDensity, error) {

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@ -0,0 +1,526 @@
package worldgen
import (
"encoding/json"
"fmt"
"math/rand"
"sync"
)
// surface.go implements the vanilla SurfaceRules interpreter: a rule tree that
// decides the block placed at each surface position based on biome, depth,
// steepness, noise bands, water proximity, and Y anchors. The tree is parsed
// from the embedded overworld.json "surface_rule" and applied per block during
// column fill, replacing the old biome-blind heuristics.
//
// It reproduces net.minecraft.world.level.levelgen.SurfaceRules: a rule is
// either a terminal block, a sequence (first match wins), a guarded condition,
// or the special bandlands badlands-clay rule. Condition tests are the 11 types
// present in the overworld rule tree.
// SurfaceContext carries the per-block data a surface rule needs to decide.
type SurfaceContext struct {
// X, Y, Z are the block's world coordinates.
X, Y, Z int
// StoneDepthAbove counts solid blocks at or above Y in this column down to
// the surface; it is the vanilla "stone_depth" the stone_depth condition
// compares against (with offset/surface_depth adjustments applied by the
// test).
StoneDepthAbove int
// SeaLevel is the world sea level (63 for the overworld).
SeaLevel int
// BiomeName is the resolved surface biome (e.g. "minecraft:desert").
BiomeName string
// MinY is the world bottom for relative-anchor resolution.
MinY int
// SurfaceNoise is the "minecraft:surface" noise sample at (X,Z); the
// noise_threshold condition ranges over it.
SurfaceNoise float64
// Steep is true when the local slope exceeds the vanilla steep threshold
// (~1.0 surface-depth delta between neighbours).
Steep bool
// SurfaceDepth is the vanilla surface-depth value at this column (a small
// noise-driven integer 0..N) added to stone depth comparisons.
SurfaceDepth int
// PreliminarySurface is the top solid Y in this column; the
// above_preliminary_surface condition passes for blocks above it.
PreliminarySurface int
// Rng is a per-column deterministic source for vertical_gradient and
// bandlands. It is seeded by the column so results are stable across runs.
Rng *rand.Rand
}
// SurfaceRule decides the block at a context. Apply returns ok=false when the
// rule does not match (for sequence fallthrough) or cannot decide.
type SurfaceRule interface {
Apply(ctx *SurfaceContext) (state uint16, ok bool)
}
// ---- Rule nodes --------------------------------------------------------
// blockRule places a fixed block state.
type blockRule struct{ state uint16 }
func (r blockRule) Apply(_ *SurfaceContext) (uint16, bool) { return r.state, true }
// sequenceRule applies the first child that matches (short-circuit, like &&).
type sequenceRule struct{ rules []SurfaceRule }
func (r sequenceRule) Apply(ctx *SurfaceContext) (uint16, bool) {
for _, rule := range r.rules {
if s, ok := rule.Apply(ctx); ok {
return s, true
}
}
return 0, false
}
// conditionRule applies its inner rule only when the test passes.
type conditionRule struct {
test ConditionTest
then SurfaceRule
}
func (r conditionRule) Apply(ctx *SurfaceContext) (uint16, bool) {
if !r.test.Test(ctx) {
return 0, false
}
return r.then.Apply(ctx)
}
// bandlandsRule reproduces the vanilla badlands coloured-clay banding: a
// deterministic per-column pattern of terracotta colours at certain Y bands. We
// approximate the 8-band rotation using the column RNG; exact band geometry is
// captured well enough to read as badlands.
type bandlandsRule struct{}
func (bandlandsRule) Apply(ctx *SurfaceContext) (uint16, bool) {
if ctx.Rng == nil {
return surfaceBlockID("minecraft:orange_terracotta", nil), true
}
// Vanilla chooses band by Y + a per-column random offset; the rotation
// cycles white/orange/yellow/orange terracotta. Pick from the cycle by Y.
band := (ctx.Y + ctx.Rng.Intn(7)) % 4
switch band {
case 0:
return surfaceBlockID("minecraft:white_terracotta", nil), true
case 1, 3:
return surfaceBlockID("minecraft:orange_terracotta", nil), true
default:
return surfaceBlockID("minecraft:yellow_terracotta", nil), true
}
}
// ---- Condition tests ---------------------------------------------------
// ConditionTest is a boolean predicate over a SurfaceContext.
type ConditionTest interface {
Test(ctx *SurfaceContext) bool
}
// biomeTest passes when the column's biome is in the allowlist.
type biomeTest struct{ allowed []string }
func (t biomeTest) Test(ctx *SurfaceContext) bool {
for _, b := range t.allowed {
if b == ctx.BiomeName {
return true
}
}
return false
}
// steepTest passes on steep terrain (vanilla SurfaceRules.STEEP, slope > ~1.0).
type steepTest struct{}
func (steepTest) Test(ctx *SurfaceContext) bool { return ctx.Steep }
// holeTest passes in surface "holes" below the surrounding terrain — we
// approximate as "below sea level and not the top" since true hole detection
// needs a neighbourhood. Conservative: false (rare rule, low visual cost).
type holeTest struct{}
func (holeTest) Test(ctx *SurfaceContext) bool { return false }
// waterTest passes when the block is within `offset` of the water surface
// (vanilla SurfaceRules.WATER). We treat it as "at or just below sea level" —
// the common case for beach/shore rules.
type waterTest struct {
offset int
surfaceDepthMul int
addStoneDepth bool
}
func (t waterTest) Test(ctx *SurfaceContext) bool {
// Vanilla: passes when Y >= seaLevel + offset + surfaceDepth*mul (±stone).
threshold := ctx.SeaLevel + t.offset + ctx.SurfaceDepth*t.surfaceDepthMul
return ctx.Y >= threshold
}
// 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.
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
}
// yAboveTest passes when Y is above an anchor (absolute, above_bottom, or
// below_top), with optional surface-depth and stone-depth offsets.
type yAboveTest struct {
absolute int
hasAbsolute bool
aboveBottom int
hasAboveBottom bool
belowTop int
hasBelowTop bool
addStoneDepth bool
surfaceDepthMul int
}
func (t yAboveTest) Test(ctx *SurfaceContext) bool {
var anchor int
switch {
case t.hasAbsolute:
anchor = t.absolute
case t.hasAboveBottom:
anchor = ctx.MinY + t.aboveBottom
case t.hasBelowTop:
anchor = (ctx.MinY + 384) - 1 - t.belowTop
}
threshold := anchor + ctx.SurfaceDepth*t.surfaceDepthMul
if t.addStoneDepth {
threshold += ctx.StoneDepthAbove
}
return ctx.Y >= threshold
}
// stoneDepthTest passes based on the block's depth relative to the surface
// floor/ceiling. surface_type "floor" counts blocks from the surface downward
// and passes when that depth is at or below offset (i.e. near/at the surface);
// "ceiling" passes when the block is the surface cap — the topmost block whose
// depth-above-surface is 0, i.e. air sits directly on it. This matches vanilla:
// desert's "ceiling → sandstone, else sand" puts sandstone just below the sand
// cap, not on top.
type stoneDepthTest struct {
surfaceType string // "floor" or "ceiling"
offset int
addSurfaceDepth bool
secondaryRange int
}
func (t stoneDepthTest) Test(ctx *SurfaceContext) bool {
depth := ctx.StoneDepthAbove
if t.addSurfaceDepth {
depth += ctx.SurfaceDepth
}
if t.surfaceType == "ceiling" {
// Ceiling: the surface cap. Passes when depth-above-surface equals the
// offset (0 for the topmost block). Used to special-case the block
// directly under air.
return depth == t.offset
}
return depth <= t.offset
}
// noiseThresholdTest passes when the named surface noise is within [min,max].
type noiseThresholdTest struct {
min, max float64
noise string
}
func (t noiseThresholdTest) Test(ctx *SurfaceContext) bool {
// Only "minecraft:surface" is sampled in SurfaceContext; other noises fall
// through as false (conservative).
if t.noise != "minecraft:surface" {
return false
}
return ctx.SurfaceNoise >= t.min && ctx.SurfaceNoise <= t.max
}
// notTest inverts its inner test.
type notTest struct{ inner ConditionTest }
func (t notTest) Test(ctx *SurfaceContext) bool { return !t.inner.Test(ctx) }
// verticalGradientTest reproduces the bedrock-floor gradient: a deterministic
// band from true_at_and_below to false_at_and_above where membership tapers via
// the column RNG. Anchors are above_bottom offsets from the world floor.
type verticalGradientTest struct {
randomName string
trueAtAndBelow int // above_bottom
falseAtAndAbove int // above_bottom
}
func (t verticalGradientTest) Test(ctx *SurfaceContext) bool {
loY := ctx.MinY + t.trueAtAndBelow
hiY := ctx.MinY + t.falseAtAndAbove
switch {
case ctx.Y <= loY:
return true
case ctx.Y >= hiY:
return false
}
// Taper band: probability decreases linearly. Use the per-column RNG once
// per Y so the floor is stable but noisy. We approximate vanilla's
// random-based interpolation.
if ctx.Rng == nil {
return false
}
band := hiY - loY
pos := ctx.Y - loY
return ctx.Rng.Float64() > float64(pos)/float64(band)
}
// abovePreliminarySurfaceTest passes for blocks at or above the column's
// preliminary surface (the top solid Y). Vanilla gates the biome dispatch on
// this so submerged blocks far below the surface keep stone.
type abovePreliminarySurfaceTest struct{}
func (abovePreliminarySurfaceTest) Test(ctx *SurfaceContext) bool {
return ctx.Y >= ctx.PreliminarySurface
}
// ---- Parser ------------------------------------------------------------
// ParseSurfaceRule parses a surface_rule JSON node into a rule tree.
func ParseSurfaceRule(raw json.RawMessage) (SurfaceRule, error) {
var obj struct {
Type string `json:"type"`
}
if err := json.Unmarshal(raw, &obj); err != nil {
return nil, err
}
switch obj.Type {
case "minecraft:block":
var b struct {
Result struct {
Name string `json:"Name"`
Properties map[string]string `json:"Properties"`
} `json:"result_state"`
}
if err := json.Unmarshal(raw, &b); err != nil {
return nil, err
}
return blockRule{state: surfaceBlockID(b.Result.Name, b.Result.Properties)}, nil
case "minecraft:sequence":
var s struct {
Sequence []json.RawMessage `json:"sequence"`
}
if err := json.Unmarshal(raw, &s); err != nil {
return nil, err
}
rules := make([]SurfaceRule, 0, len(s.Sequence))
for _, child := range s.Sequence {
r, err := ParseSurfaceRule(child)
if err != nil {
return nil, err
}
rules = append(rules, r)
}
return sequenceRule{rules: rules}, nil
case "minecraft:condition":
var c struct {
IfTrue json.RawMessage `json:"if_true"`
Then json.RawMessage `json:"then_run"`
}
if err := json.Unmarshal(raw, &c); err != nil {
return nil, err
}
test, err := parseCondition(c.IfTrue)
if err != nil {
return nil, err
}
then, err := ParseSurfaceRule(c.Then)
if err != nil {
return nil, err
}
return conditionRule{test: test, then: then}, nil
case "minecraft:bandlands":
return bandlandsRule{}, nil
}
return nil, fmt.Errorf("surface: unknown rule type %q", obj.Type)
}
// parseCondition parses an if_true condition node into a ConditionTest.
func parseCondition(raw json.RawMessage) (ConditionTest, error) {
var obj struct {
Type string `json:"type"`
}
if err := json.Unmarshal(raw, &obj); err != nil {
return nil, err
}
switch obj.Type {
case "minecraft:biome":
var b struct {
Is []string `json:"biome_is"`
}
if err := json.Unmarshal(raw, &b); err != nil {
return nil, err
}
return biomeTest{allowed: b.Is}, nil
case "minecraft:steep":
return steepTest{}, nil
case "minecraft:hole":
return holeTest{}, nil
case "minecraft:water":
var w struct {
Offset int `json:"offset"`
SurfaceDepthMul int `json:"surface_depth_multiplier"`
AddStoneDepth bool `json:"add_stone_depth"`
}
if err := json.Unmarshal(raw, &w); err != nil {
return nil, err
}
return waterTest{offset: w.Offset, surfaceDepthMul: w.SurfaceDepthMul, addStoneDepth: w.AddStoneDepth}, nil
case "minecraft:temperature":
return temperatureTest{}, nil
case "minecraft:stone_depth":
var s struct {
SurfaceType string `json:"surface_type"`
Offset int `json:"offset"`
AddSurfaceDepth bool `json:"add_surface_depth"`
SecondaryRange int `json:"secondary_depth_range"`
}
if err := json.Unmarshal(raw, &s); err != nil {
return nil, err
}
return stoneDepthTest{surfaceType: s.SurfaceType, offset: s.Offset, addSurfaceDepth: s.AddSurfaceDepth, secondaryRange: s.SecondaryRange}, nil
case "minecraft:noise_threshold":
var n struct {
Min float64 `json:"min_threshold"`
Max float64 `json:"max_threshold"`
Noise string `json:"noise"`
}
if err := json.Unmarshal(raw, &n); err != nil {
return nil, err
}
return noiseThresholdTest{min: n.Min, max: n.Max, noise: n.Noise}, nil
case "minecraft:y_above":
var y struct {
AddStoneDepth bool `json:"add_stone_depth"`
SurfaceDepthMul int `json:"surface_depth_multiplier"`
Anchor struct {
Absolute *int `json:"absolute"`
AboveBottom *int `json:"above_bottom"`
BelowTop *int `json:"below_top"`
} `json:"anchor"`
}
if err := json.Unmarshal(raw, &y); err != nil {
return nil, err
}
t := yAboveTest{addStoneDepth: y.AddStoneDepth, surfaceDepthMul: y.SurfaceDepthMul}
if y.Anchor.Absolute != nil {
t.hasAbsolute, t.absolute = true, *y.Anchor.Absolute
}
if y.Anchor.AboveBottom != nil {
t.hasAboveBottom, t.aboveBottom = true, *y.Anchor.AboveBottom
}
if y.Anchor.BelowTop != nil {
t.hasBelowTop, t.belowTop = true, *y.Anchor.BelowTop
}
return t, nil
case "minecraft:not":
var n struct {
Invert json.RawMessage `json:"invert"`
}
if err := json.Unmarshal(raw, &n); err != nil {
return nil, err
}
inner, err := parseCondition(n.Invert)
if err != nil {
return nil, err
}
return notTest{inner: inner}, nil
case "minecraft:vertical_gradient":
var v struct {
TrueAtAndBelow anchorJSON `json:"true_at_and_below"`
FalseAtAndAbove anchorJSON `json:"false_at_and_above"`
}
if err := json.Unmarshal(raw, &v); err != nil {
return nil, err
}
return verticalGradientTest{
trueAtAndBelow: v.TrueAtAndBelow.aboveBottom,
falseAtAndAbove: v.FalseAtAndAbove.aboveBottom,
}, nil
case "minecraft:above_preliminary_surface":
return abovePreliminarySurfaceTest{}, nil
}
return nil, fmt.Errorf("surface: unknown condition type %q", obj.Type)
}
// anchorJSON decodes a {above_bottom|below_top|absolute: N} surface anchor.
type anchorJSON struct {
absolute int
aboveBottom int
belowTop int
}
func (a *anchorJSON) UnmarshalJSON(data []byte) error {
var m map[string]int
if err := json.Unmarshal(data, &m); err != nil {
return err
}
a.aboveBottom = m["above_bottom"]
a.belowTop = m["below_top"]
a.absolute = m["absolute"]
return nil
}
// ---- Loader ------------------------------------------------------------
var (
surfaceRuleOnce sync.Once
surfaceRule SurfaceRule
surfaceRuleErr error
)
// LoadOverworldSurfaceRule parses and caches the overworld surface_rule tree.
// The rule tree does not depend on the world seed, so it is loaded once.
func LoadOverworldSurfaceRule() (SurfaceRule, error) {
surfaceRuleOnce.Do(func() {
raw, err := dataFS.ReadFile("data/overworld.json")
if err != nil {
surfaceRuleErr = err
return
}
var doc struct {
SurfaceRule json.RawMessage `json:"surface_rule"`
}
if err := json.Unmarshal(raw, &doc); err != nil {
surfaceRuleErr = err
return
}
surfaceRule, surfaceRuleErr = ParseSurfaceRule(doc.SurfaceRule)
})
return surfaceRule, surfaceRuleErr
}

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@ -0,0 +1,107 @@
package worldgen
import (
"math/rand"
"testing"
)
// TestLoadSurfaceRule confirms the embedded overworld surface_rule parses into
// a rule tree without error. This guards the parser against any rule/condition
// type the overworld uses.
func TestLoadSurfaceRule(t *testing.T) {
rule, err := LoadOverworldSurfaceRule()
if err != nil {
t.Fatalf("LoadOverworldSurfaceRule: %v", err)
}
if rule == nil {
t.Fatal("nil surface rule")
}
}
// TestSurfaceRuleNoPanic runs the full rule tree across a range of Y values and
// several biomes to confirm Apply never panics on real-world inputs. A panic
// during generation would crash the server.
func TestSurfaceRuleNoPanic(t *testing.T) {
rule, err := LoadOverworldSurfaceRule()
if err != nil {
t.Fatalf("load: %v", err)
}
biomes := []string{
"minecraft:plains", "minecraft:desert", "minecraft:forest",
"minecraft:badlands", "minecraft:snowy_plains", "minecraft:ocean",
"minecraft:mushroom_fields", "minecraft:wooded_badlands",
}
for _, b := range biomes {
for y := 0; y < 100; y++ {
ctx := &SurfaceContext{
X: 100, Y: y, Z: 100, StoneDepthAbove: 100 - y,
SeaLevel: 63, BiomeName: b, MinY: -64,
PreliminarySurface: 100, Rng: rand.New(rand.NewSource(1)),
}
rule.Apply(ctx) // must not panic
}
}
}
// TestSurfaceBedrockFloor confirms the bottom of the world resolves to bedrock
// (the vertical_gradient bedrock_floor rule is the first rule in the tree).
func TestSurfaceBedrockFloor(t *testing.T) {
rule, err := LoadOverworldSurfaceRule()
if err != nil {
t.Fatalf("load: %v", err)
}
ctx := &SurfaceContext{
X: 0, Y: -64, Z: 0, StoneDepthAbove: 0,
SeaLevel: 63, BiomeName: "minecraft:plains", MinY: -64,
PreliminarySurface: 70, Rng: rand.New(rand.NewSource(1)),
}
state, ok := rule.Apply(ctx)
if !ok {
t.Fatal("no rule matched at bedrock floor")
}
if state != 85 { // bedrock
t.Errorf("bedrock floor state = %d, want 85", state)
}
}
// TestSurfaceBlockIDResolution checks the block-ID table covers the blocks the
// overworld surface_rule references, including snowy property variants.
func TestSurfaceBlockIDResolution(t *testing.T) {
cases := []struct {
name string
props map[string]string
want uint16
}{
{"minecraft:bedrock", nil, 85},
{"minecraft:grass_block", nil, 9},
{"minecraft:grass_block", map[string]string{"snowy": "true"}, 8},
{"minecraft:mycelium", nil, 8919},
{"minecraft:podzol", map[string]string{"snowy": "true"}, 12},
{"minecraft:terracotta", nil, 12912},
{"minecraft:red_sand", nil, 123},
{"minecraft:coarse_dirt", nil, 11},
{"minecraft:calcite", nil, 24687},
}
for _, c := range cases {
if got := surfaceBlockID(c.name, c.props); got != c.want {
t.Errorf("surfaceBlockID(%q,%v) = %d, want %d", c.name, c.props, got, c.want)
}
}
}
// 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"}
for _, b := range cold {
if !isColdBiome(b) {
t.Errorf("isColdBiome(%q) = false, want true", b)
}
}
warm := []string{"minecraft:desert", "minecraft:plains", "minecraft:badlands"}
for _, b := range warm {
if isColdBiome(b) {
t.Errorf("isColdBiome(%q) = true, want false", b)
}
}
}