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:
parent
d3142e7687
commit
4dcf938a85
8 changed files with 934 additions and 26 deletions
526
internal/worldgen/surface.go
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526
internal/worldgen/surface.go
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package worldgen
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import (
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"encoding/json"
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"fmt"
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"math/rand"
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"sync"
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)
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// surface.go implements the vanilla SurfaceRules interpreter: a rule tree that
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// decides the block placed at each surface position based on biome, depth,
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// steepness, noise bands, water proximity, and Y anchors. The tree is parsed
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// from the embedded overworld.json "surface_rule" and applied per block during
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// column fill, replacing the old biome-blind heuristics.
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//
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// It reproduces net.minecraft.world.level.levelgen.SurfaceRules: a rule is
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// either a terminal block, a sequence (first match wins), a guarded condition,
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// or the special bandlands badlands-clay rule. Condition tests are the 11 types
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// present in the overworld rule tree.
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// SurfaceContext carries the per-block data a surface rule needs to decide.
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type SurfaceContext struct {
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// X, Y, Z are the block's world coordinates.
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X, Y, Z int
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// StoneDepthAbove counts solid blocks at or above Y in this column down to
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// the surface; it is the vanilla "stone_depth" the stone_depth condition
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// compares against (with offset/surface_depth adjustments applied by the
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// test).
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StoneDepthAbove int
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// SeaLevel is the world sea level (63 for the overworld).
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SeaLevel int
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// BiomeName is the resolved surface biome (e.g. "minecraft:desert").
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BiomeName string
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// MinY is the world bottom for relative-anchor resolution.
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MinY int
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// SurfaceNoise is the "minecraft:surface" noise sample at (X,Z); the
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// noise_threshold condition ranges over it.
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SurfaceNoise float64
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// Steep is true when the local slope exceeds the vanilla steep threshold
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// (~1.0 surface-depth delta between neighbours).
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Steep bool
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// SurfaceDepth is the vanilla surface-depth value at this column (a small
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// noise-driven integer 0..N) added to stone depth comparisons.
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SurfaceDepth int
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// PreliminarySurface is the top solid Y in this column; the
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// above_preliminary_surface condition passes for blocks above it.
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PreliminarySurface int
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// Rng is a per-column deterministic source for vertical_gradient and
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// bandlands. It is seeded by the column so results are stable across runs.
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Rng *rand.Rand
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}
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// SurfaceRule decides the block at a context. Apply returns ok=false when the
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// rule does not match (for sequence fallthrough) or cannot decide.
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type SurfaceRule interface {
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Apply(ctx *SurfaceContext) (state uint16, ok bool)
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}
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// ---- Rule nodes --------------------------------------------------------
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// blockRule places a fixed block state.
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type blockRule struct{ state uint16 }
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func (r blockRule) Apply(_ *SurfaceContext) (uint16, bool) { return r.state, true }
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// sequenceRule applies the first child that matches (short-circuit, like &&).
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type sequenceRule struct{ rules []SurfaceRule }
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func (r sequenceRule) Apply(ctx *SurfaceContext) (uint16, bool) {
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for _, rule := range r.rules {
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if s, ok := rule.Apply(ctx); ok {
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return s, true
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}
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}
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return 0, false
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}
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// conditionRule applies its inner rule only when the test passes.
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type conditionRule struct {
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test ConditionTest
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then SurfaceRule
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}
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func (r conditionRule) Apply(ctx *SurfaceContext) (uint16, bool) {
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if !r.test.Test(ctx) {
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return 0, false
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}
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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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func (bandlandsRule) Apply(ctx *SurfaceContext) (uint16, bool) {
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if ctx.Rng == nil {
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return surfaceBlockID("minecraft:orange_terracotta", nil), 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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band := (ctx.Y + ctx.Rng.Intn(7)) % 4
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switch band {
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case 0:
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return surfaceBlockID("minecraft:white_terracotta", nil), true
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case 1, 3:
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return surfaceBlockID("minecraft:orange_terracotta", nil), true
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default:
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return surfaceBlockID("minecraft:yellow_terracotta", nil), true
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}
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}
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// ---- Condition tests ---------------------------------------------------
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// ConditionTest is a boolean predicate over a SurfaceContext.
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type ConditionTest interface {
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Test(ctx *SurfaceContext) bool
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}
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// biomeTest passes when the column's biome is in the allowlist.
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type biomeTest struct{ allowed []string }
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func (t biomeTest) Test(ctx *SurfaceContext) bool {
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for _, b := range t.allowed {
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if b == ctx.BiomeName {
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return true
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}
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}
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return false
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}
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// steepTest passes on steep terrain (vanilla SurfaceRules.STEEP, slope > ~1.0).
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type steepTest struct{}
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func (steepTest) Test(ctx *SurfaceContext) bool { return ctx.Steep }
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// holeTest passes in surface "holes" below the surrounding terrain — we
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// approximate as "below sea level and not the top" since true hole detection
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// needs a neighbourhood. Conservative: false (rare rule, low visual cost).
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type holeTest struct{}
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func (holeTest) Test(ctx *SurfaceContext) bool { return false }
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// waterTest passes when the block is within `offset` of the water surface
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// (vanilla SurfaceRules.WATER). We treat it as "at or just below sea level" —
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// the common case for beach/shore rules.
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type waterTest struct {
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offset int
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surfaceDepthMul int
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addStoneDepth bool
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}
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func (t waterTest) Test(ctx *SurfaceContext) bool {
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// Vanilla: passes when Y >= seaLevel + offset + surfaceDepth*mul (±stone).
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threshold := ctx.SeaLevel + t.offset + ctx.SurfaceDepth*t.surfaceDepthMul
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return ctx.Y >= threshold
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}
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// temperatureTest passes when the (column) temperature is below freezing — the
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// snow-at-height rule. We fold temperature into the biome name (snowy_*
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// biomes) rather than sampling the temperature noise, so pass for cold biomes.
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type temperatureTest struct{}
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func (temperatureTest) Test(ctx *SurfaceContext) bool {
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return isColdBiome(ctx.BiomeName)
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}
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// isColdBiome reports whether the biome should receive snow cover. We use the
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// biome name rather than the temperature noise for simplicity; this matches
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// the visible result for the standard overworld biomes.
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func isColdBiome(name string) bool {
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switch name {
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case "minecraft:snowy_plains", "minecraft:snowy_taiga", "minecraft:snowy_beach",
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"minecraft:snowy_slopes", "minecraft:jagged_peaks", "minecraft:frozen_peaks",
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"minecraft:frozen_river", "minecraft:frozen_ocean", "minecraft:deep_frozen_ocean",
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"minecraft:ice_spikes", "minecraft:grove":
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return true
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}
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return false
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}
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// yAboveTest passes when Y is above an anchor (absolute, above_bottom, or
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// below_top), with optional surface-depth and stone-depth offsets.
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type yAboveTest struct {
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absolute int
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hasAbsolute bool
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aboveBottom int
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hasAboveBottom bool
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belowTop int
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hasBelowTop bool
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addStoneDepth bool
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surfaceDepthMul int
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}
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func (t yAboveTest) Test(ctx *SurfaceContext) bool {
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var anchor int
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switch {
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case t.hasAbsolute:
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anchor = t.absolute
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case t.hasAboveBottom:
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anchor = ctx.MinY + t.aboveBottom
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case t.hasBelowTop:
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anchor = (ctx.MinY + 384) - 1 - t.belowTop
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}
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threshold := anchor + ctx.SurfaceDepth*t.surfaceDepthMul
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if t.addStoneDepth {
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threshold += ctx.StoneDepthAbove
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}
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return ctx.Y >= threshold
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}
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// stoneDepthTest passes based on the block's depth relative to the surface
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// floor/ceiling. surface_type "floor" counts blocks from the surface downward
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// and passes when that depth is at or below offset (i.e. near/at the surface);
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// "ceiling" passes when the block is the surface cap — the topmost block whose
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// depth-above-surface is 0, i.e. air sits directly on it. This matches vanilla:
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// desert's "ceiling → sandstone, else sand" puts sandstone just below the sand
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// cap, not on top.
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type stoneDepthTest struct {
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surfaceType string // "floor" or "ceiling"
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offset int
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addSurfaceDepth bool
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secondaryRange int
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}
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func (t stoneDepthTest) Test(ctx *SurfaceContext) bool {
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depth := ctx.StoneDepthAbove
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if t.addSurfaceDepth {
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depth += ctx.SurfaceDepth
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}
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if t.surfaceType == "ceiling" {
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// Ceiling: the surface cap. Passes when depth-above-surface equals the
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// offset (0 for the topmost block). Used to special-case the block
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// directly under air.
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return depth == t.offset
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}
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return depth <= t.offset
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}
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// noiseThresholdTest passes when the named surface noise is within [min,max].
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type noiseThresholdTest struct {
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min, max float64
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noise string
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}
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func (t noiseThresholdTest) Test(ctx *SurfaceContext) bool {
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// Only "minecraft:surface" is sampled in SurfaceContext; other noises fall
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// through as false (conservative).
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if t.noise != "minecraft:surface" {
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return false
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}
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return ctx.SurfaceNoise >= t.min && ctx.SurfaceNoise <= t.max
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}
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// notTest inverts its inner test.
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type notTest struct{ inner ConditionTest }
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func (t notTest) Test(ctx *SurfaceContext) bool { return !t.inner.Test(ctx) }
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// verticalGradientTest reproduces the bedrock-floor gradient: a deterministic
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// band from true_at_and_below to false_at_and_above where membership tapers via
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// the column RNG. Anchors are above_bottom offsets from the world floor.
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type verticalGradientTest struct {
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randomName string
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trueAtAndBelow int // above_bottom
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falseAtAndAbove int // above_bottom
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}
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func (t verticalGradientTest) Test(ctx *SurfaceContext) bool {
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loY := ctx.MinY + t.trueAtAndBelow
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hiY := ctx.MinY + t.falseAtAndAbove
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switch {
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case ctx.Y <= loY:
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return true
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case ctx.Y >= hiY:
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return false
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}
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// Taper band: probability decreases linearly. Use the per-column RNG once
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// per Y so the floor is stable but noisy. We approximate vanilla's
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// random-based interpolation.
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if ctx.Rng == nil {
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return false
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}
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band := hiY - loY
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pos := ctx.Y - loY
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return ctx.Rng.Float64() > float64(pos)/float64(band)
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}
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// abovePreliminarySurfaceTest passes for blocks at or above the column's
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// preliminary surface (the top solid Y). Vanilla gates the biome dispatch on
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// this so submerged blocks far below the surface keep stone.
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type abovePreliminarySurfaceTest struct{}
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func (abovePreliminarySurfaceTest) Test(ctx *SurfaceContext) bool {
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return ctx.Y >= ctx.PreliminarySurface
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}
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// ---- Parser ------------------------------------------------------------
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// ParseSurfaceRule parses a surface_rule JSON node into a rule tree.
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func ParseSurfaceRule(raw json.RawMessage) (SurfaceRule, error) {
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var obj struct {
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Type string `json:"type"`
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}
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if err := json.Unmarshal(raw, &obj); err != nil {
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return nil, err
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}
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switch obj.Type {
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case "minecraft:block":
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var b struct {
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Result struct {
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Name string `json:"Name"`
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Properties map[string]string `json:"Properties"`
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} `json:"result_state"`
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}
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if err := json.Unmarshal(raw, &b); err != nil {
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return nil, err
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}
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return blockRule{state: surfaceBlockID(b.Result.Name, b.Result.Properties)}, nil
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case "minecraft:sequence":
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var s struct {
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Sequence []json.RawMessage `json:"sequence"`
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}
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if err := json.Unmarshal(raw, &s); err != nil {
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return nil, err
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}
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rules := make([]SurfaceRule, 0, len(s.Sequence))
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for _, child := range s.Sequence {
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r, err := ParseSurfaceRule(child)
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if err != nil {
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return nil, err
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}
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rules = append(rules, r)
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}
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return sequenceRule{rules: rules}, nil
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case "minecraft:condition":
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var c struct {
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IfTrue json.RawMessage `json:"if_true"`
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Then json.RawMessage `json:"then_run"`
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}
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if err := json.Unmarshal(raw, &c); err != nil {
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return nil, err
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}
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test, err := parseCondition(c.IfTrue)
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if err != nil {
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return nil, err
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}
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then, err := ParseSurfaceRule(c.Then)
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if err != nil {
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return nil, err
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}
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return conditionRule{test: test, then: then}, nil
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case "minecraft:bandlands":
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return bandlandsRule{}, nil
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}
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return nil, fmt.Errorf("surface: unknown rule type %q", obj.Type)
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}
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// parseCondition parses an if_true condition node into a ConditionTest.
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func parseCondition(raw json.RawMessage) (ConditionTest, error) {
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var obj struct {
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Type string `json:"type"`
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}
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if err := json.Unmarshal(raw, &obj); err != nil {
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return nil, err
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}
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switch obj.Type {
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case "minecraft:biome":
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var b struct {
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Is []string `json:"biome_is"`
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}
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if err := json.Unmarshal(raw, &b); err != nil {
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return nil, err
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}
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return biomeTest{allowed: b.Is}, nil
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case "minecraft:steep":
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return steepTest{}, nil
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case "minecraft:hole":
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return holeTest{}, nil
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case "minecraft:water":
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var w struct {
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Offset int `json:"offset"`
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SurfaceDepthMul int `json:"surface_depth_multiplier"`
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AddStoneDepth bool `json:"add_stone_depth"`
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}
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if err := json.Unmarshal(raw, &w); err != nil {
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return nil, err
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}
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return waterTest{offset: w.Offset, surfaceDepthMul: w.SurfaceDepthMul, addStoneDepth: w.AddStoneDepth}, nil
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case "minecraft:temperature":
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return temperatureTest{}, nil
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case "minecraft:stone_depth":
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var s struct {
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SurfaceType string `json:"surface_type"`
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Offset int `json:"offset"`
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AddSurfaceDepth bool `json:"add_surface_depth"`
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SecondaryRange int `json:"secondary_depth_range"`
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}
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if err := json.Unmarshal(raw, &s); err != nil {
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return nil, err
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}
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return stoneDepthTest{surfaceType: s.SurfaceType, offset: s.Offset, addSurfaceDepth: s.AddSurfaceDepth, secondaryRange: s.SecondaryRange}, nil
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case "minecraft:noise_threshold":
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var n struct {
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Min float64 `json:"min_threshold"`
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Max float64 `json:"max_threshold"`
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Noise string `json:"noise"`
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}
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if err := json.Unmarshal(raw, &n); err != nil {
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return nil, err
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}
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return noiseThresholdTest{min: n.Min, max: n.Max, noise: n.Noise}, nil
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case "minecraft:y_above":
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var y struct {
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AddStoneDepth bool `json:"add_stone_depth"`
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SurfaceDepthMul int `json:"surface_depth_multiplier"`
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Anchor struct {
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Absolute *int `json:"absolute"`
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AboveBottom *int `json:"above_bottom"`
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BelowTop *int `json:"below_top"`
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} `json:"anchor"`
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}
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if err := json.Unmarshal(raw, &y); err != nil {
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return nil, err
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}
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t := yAboveTest{addStoneDepth: y.AddStoneDepth, surfaceDepthMul: y.SurfaceDepthMul}
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if y.Anchor.Absolute != nil {
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t.hasAbsolute, t.absolute = true, *y.Anchor.Absolute
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}
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if y.Anchor.AboveBottom != nil {
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t.hasAboveBottom, t.aboveBottom = true, *y.Anchor.AboveBottom
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}
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if y.Anchor.BelowTop != nil {
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t.hasBelowTop, t.belowTop = true, *y.Anchor.BelowTop
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}
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return t, nil
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case "minecraft:not":
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var n struct {
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Invert json.RawMessage `json:"invert"`
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}
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if err := json.Unmarshal(raw, &n); err != nil {
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return nil, err
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}
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inner, err := parseCondition(n.Invert)
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if err != nil {
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return nil, err
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}
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return notTest{inner: inner}, nil
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|
||||
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
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue