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.
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8 changed files with 934 additions and 26 deletions
56
internal/world/surface_verify_test.go
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56
internal/world/surface_verify_test.go
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package world
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import (
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"testing"
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)
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// TestSurfaceVariesByBiome is the load-bearing correctness check for surface
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// rules: it generates real chunks and confirms the top surface block differs
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// across biomes. Before surface rules every chunk resolved to grass (9); after,
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// deserts/oceans/badlands carry sand/gravel/terracotta-family blocks.
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func TestSurfaceVariesByBiome(t *testing.T) {
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gen := NewVanillaGenerator(12345)
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seen := make(map[uint16]int) // surfaceBlockID → chunk count
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// Scan a moderate area to find dry land (surface above sea level), where
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// surface rules actually place biome-specific blocks. Ocean columns sit
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// below sea level and stay stone, which is correct.
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for cx := 0; cx < 16; cx++ {
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for cz := 0; cz < 16; cz++ {
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ch := gen(int32(cx)-8, int32(cz)-8)
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if ch == nil {
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continue
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}
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blk, dry := centreSurfaceBlock(ch)
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if !dry {
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continue // skip ocean/underwater columns
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}
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if blk != 0 {
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seen[blk]++
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}
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}
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}
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if len(seen) < 2 {
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t.Fatalf("expected >=2 distinct dry-land surface blocks, got %d (%v)", len(seen), seen)
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}
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t.Logf("dry-land surface block distribution: %v", seen)
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}
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// centreSurfaceBlock returns the topmost non-air/non-water block at (8,8) and
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// whether that block sits at or above sea level (i.e. it is dry land, where
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// surface rules apply rather than being submerged).
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func centreSurfaceBlock(ch *Chunk) (uint16, bool) {
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for i := SectionCount - 1; i >= 0; i-- {
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s := ch.sections[i]
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if s == nil {
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continue
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}
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for ly := 15; ly >= 0; ly-- {
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st := s[blockIndex(8, MinY+i*16+ly, 8)]
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if st != StateAir && st != StateWater {
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// Dry only if this top block is at/above sea level.
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return st, (MinY+i*16+ly) >= SeaLevel
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}
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}
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}
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return 0, false
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}
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