world: port ruined portal generation point and expose pre-carve terrain
generateBaseTerrain now factors the noise+surface stage out of chunk generation so structure placement can read pre-carve heights exactly like vanilla's STRUCTURE_STARTS stage. RuinedPortalGenerationPoint replays the ruined_portals set: the weighted pick across all seven variants on its own stream, each attempt's setup/template/rotation/ mirror draws on a fresh GenerationContext stream (makeRandom reseeds per attempt, confirmed from bytecode), findSuitableY with corner-column settle scan against those heights, and the post-draw 3D-biome filter at quart-snapped coordinates. Known gap, documented in STRUCTURE_NOTES.md: no variant is accepted in the window around the fixture's portal yet while vanilla placed one; the biome/surface inputs need a vanilla-side probe to bisect. Not wired into the production replay until that closes.
This commit is contained in:
parent
6e04bd8bbc
commit
798a3ec7b4
6 changed files with 454 additions and 31 deletions
341
internal/world/ruined_portal.go
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341
internal/world/ruined_portal.go
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@ -0,0 +1,341 @@
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package world
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import (
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"fmt"
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"sync"
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"regionio/internal/worldgen"
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)
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// ruined_portal.go ports RuinedPortalStructure.findGenerationPoint — the part
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// of the structure that runs on the chunk's own Legacy stream and decides
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// whether a portal starts here, which template it uses, and where it sits
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// vertically. Piece block placement lands in a follow-up; this file already
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// consumes exactly vanilla's draws so later structures on the same stream stay
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// aligned.
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var ruinedPortalTemplates = []string{
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"ruined_portal/portal_1", "ruined_portal/portal_2", "ruined_portal/portal_3",
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"ruined_portal/portal_4", "ruined_portal/portal_5", "ruined_portal/portal_6",
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"ruined_portal/portal_7", "ruined_portal/portal_8", "ruined_portal/portal_9",
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"ruined_portal/portal_10",
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}
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var ruinedPortalGiants = []string{
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"ruined_portal/giant_portal_1", "ruined_portal/giant_portal_2",
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"ruined_portal/giant_portal_3",
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}
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// RuinedPortalStub is everything findGenerationPoint decides.
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type RuinedPortalStub struct {
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X, Y, Z int
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Template string
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Rotation int // none, cw90, cw180, ccw90
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Mirror string
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AirPocket bool
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Mossiness float32
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Overgrown bool
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Vines bool
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Cold bool // resolved by the caller; needs the biome at the stub
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Blackstone bool
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}
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func sampleProbability(random *worldgen.Legacy, p float32) bool {
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if p == 0 {
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return false
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}
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if p == 1 {
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return true
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}
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return random.NextFloat() < p
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}
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func randomBetweenInclusiveLegacy(random *worldgen.Legacy, 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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func getRandomWithinInterval(random *worldgen.Legacy, a, b int) int {
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if a < b {
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return randomBetweenInclusiveLegacy(random, a, b)
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}
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return b
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}
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var (
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preCarveMu sync.Mutex
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preCarveCache = map[[2]int32]baseTerrain{}
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)
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// preCarveTerrainFor returns the noise+surface terrain for one chunk with
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// carving deliberately skipped: structure placement runs before carvers in
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// vanilla, and its height queries must not see carved holes. Results are
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// cached because several placement queries land in the same chunks.
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func preCarveTerrainFor(od *worldgen.OverworldDensity, seed int64, cx, cz int32) (baseTerrain, error) {
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key := [2]int32{cx, cz}
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preCarveMu.Lock()
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defer preCarveMu.Unlock()
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if base, ok := preCarveCache[key]; ok {
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return base, nil
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}
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_, fluidPicker, veins, _ := vanillaGeneratorInputs(seed)
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base := generateBaseTerrain(od, fluidPicker, veins, nil, seed, cx, cz)
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preCarveCache[key] = base
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return base, nil
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}
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var (
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templateCacheMu sync.Mutex
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templateCache = map[string][]worldgen.TemplateBlockInfo{}
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templateSizes = map[string][3]int{}
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)
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func loadTemplateCached(name string) ([]worldgen.TemplateBlockInfo, [3]int, error) {
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templateCacheMu.Lock()
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defer templateCacheMu.Unlock()
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if blocks, ok := templateCache[name]; ok {
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return blocks, templateSizes[name], nil
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}
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raw, err := worldgen.EmbeddedStructureTemplate(name)
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if err != nil {
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return nil, [3]int{}, err
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}
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blocks, size, err := worldgen.LoadResolvedTemplateBytes(raw,
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func(stateName string, props map[string]string) (uint16, bool) {
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return nameToStateID(stateName, props)
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})
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if err != nil {
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return nil, [3]int{}, err
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}
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templateCache[name] = blocks
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templateSizes[name] = size
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return blocks, size, nil
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}
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// boundingBoxOf transforms the eight corners of the template cuboid and takes
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// their min/max, matching StructureTemplate.getBoundingBox over all blocks.
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func boundingBoxOf(size [3]int, mirror string, rotation int, pivot [3]int, originX, originZ int) (minX, minY, minZ, maxX, maxY, maxZ int) {
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minX, minY, minZ = int(^uint(0)>>1), int(^uint(0)>>1), int(^uint(0)>>1)
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maxX, maxY, maxZ = -minX, -minY, -minZ
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for _, cx := range [3]int{0, size[0] - 1} {
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for _, cy := range [3]int{0, size[1] - 1} {
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for _, cz := range [3]int{0, size[2] - 1} {
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p := worldgen.TransformBlockPos([3]int{cx, cy, cz}, mirror, rotation, pivot)
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x, y, z := originX+p[0], p[1], originZ+p[2]
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minX, maxX = min(minX, x), max(maxX, x)
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minY, maxY = min(minY, y), max(maxY, y)
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minZ, maxZ = min(minZ, z), max(maxZ, z)
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}
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}
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}
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return
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}
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// RuinedPortalGenerationPoint replays the ruined_portals set for one source
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// chunk: the weighted pick across all seven portal variants, each variant's
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// own findGenerationPoint draws, and the post-draw 3D-biome filter. It returns
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// nil when vanilla would have ended up with no valid start here.
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func RuinedPortalGenerationPoint(od *worldgen.OverworldDensity, sets *worldgen.StructureSets, seed int64, sx, sz int32) (*RuinedPortalStub, error) {
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set := sets.Sets["minecraft:ruined_portals"]
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if set == nil || !set.IsStartChunk(seed, sx, sz) {
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return nil, nil
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}
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random := worldgen.NewLegacy(0)
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random.SetLargeFeatureSeed(seed, int(sx), int(sz))
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indices := make([]int, len(set.Structures))
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for i := range indices {
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indices[i] = i
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}
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for len(indices) > 0 {
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total := 0
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for _, i := range indices {
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total += set.Structures[i].Weight
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}
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pick := int(random.NextIntN(int32(total)))
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selected := 0
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for offset, i := range indices {
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pick -= set.Structures[i].Weight
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if pick < 0 {
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selected = offset
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break
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}
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}
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entry := indices[selected]
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def := sets.Structures[set.Structures[entry].Structure]
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if def == nil || len(def.Setups) == 0 {
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return nil, fmt.Errorf("portal variant %s missing setups", set.Structures[entry].Structure)
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}
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// GenerationContext.random() is lazy: every attempt reseeds a fresh
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// Legacy stream from the same formula instead of continuing the
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// previous attempt's stream.
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variantRandom := worldgen.NewLegacy(0)
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variantRandom.SetLargeFeatureSeed(seed, int(sx), int(sz))
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stub := ruinedPortalVariantPoint(od, sets, seed, sx, sz, def, variantRandom)
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if stub != nil {
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return stub, nil
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}
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// Vanilla removes the failed entry and redraws from the pick stream.
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indices = append(indices[:selected], indices[selected+1:]...)
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}
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return nil, nil
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}
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func ruinedPortalVariantPoint(od *worldgen.OverworldDensity, sets *worldgen.StructureSets, seed int64, sx, sz int32, def *worldgen.StructureDef, random *worldgen.Legacy) *RuinedPortalStub {
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// Setup selection: skipped entirely for single-setup lists.
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setup := def.Setups[0]
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if len(def.Setups) > 1 {
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total := float32(0)
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for _, s := range def.Setups {
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total += s.Weight
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}
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f := random.NextFloat()
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for _, s := range def.Setups {
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f -= s.Weight / total
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if f < 0 {
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setup = s
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break
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}
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}
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}
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airPocket := sampleProbability(random, setup.AirPocketProbability)
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templateName := ruinedPortalTemplates[int(random.NextIntN(int32(len(ruinedPortalTemplates))))]
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if random.NextFloat() < 0.05 {
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templateName = ruinedPortalGiants[int(random.NextIntN(int32(len(ruinedPortalGiants))))]
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}
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_, size, err := loadTemplateCached(templateName)
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if err != nil {
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return nil
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}
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rotation := int(random.NextIntN(4))
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mirror := "none"
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if random.NextFloat() >= 0.5 {
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mirror = "front_back"
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}
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pivot := [3]int{size[0] / 2, 0, size[2] / 2}
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originX, originZ := int(sx)*16, int(sz)*16
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minX, minY, minZ, maxX, maxY, maxZ := boundingBoxOf(size, mirror, rotation, pivot, originX, originZ)
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centerX := minX + (maxX-minX+1)/2
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centerZ := minZ + (maxZ-minZ+1)/2
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base, err := preCarveTerrainFor(od, seed, int32(centerX>>4), int32(centerZ>>4))
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if err != nil {
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return nil
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}
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heightmapY := func(x, z int, oceanFloor bool) int {
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lx, lz := x-int(base.c.X)*16, z-int(base.c.Z)*16
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for i := WorldHeight - 1; i >= 0; i-- {
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s := base.columns[lx][lz][i]
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y := MinY + i
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if !oceanFloor {
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if s != StateAir {
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return y
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}
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continue
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}
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// OCEAN_FLOOR_WG scans past fluids to the first motion-blocking.
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if s != StateAir && !isWaterState(s) && stateFlags(s)&flagBlocksMotion != 0 {
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return y
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}
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}
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return MinY - 1
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}
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oceanFloor := setup.Placement == "on_ocean_floor"
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// getHeight returns one past the top block and vanilla subtracts one, so
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// surfaceY lands exactly on the topmost non-air block.
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surfaceY := heightmapY(centerX, centerZ, oceanFloor)
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ySpan := maxY - minY + 1
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y := ruinedPortalFindSuitableY(random, setup.Placement, airPocket, surfaceY, ySpan,
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minX, minZ, maxX, maxZ, base)
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stub := &RuinedPortalStub{
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X: originX, Z: originZ,
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Template: templateName, Rotation: rotation, Mirror: mirror,
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AirPocket: airPocket, Mossiness: setup.Mossiness,
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Overgrown: setup.Overgrown, Vines: setup.Vines,
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Blackstone: setup.ReplaceWithBlackstone,
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Y: y,
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}
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// findValidGenerationPoint filters by the 3D noise biome at the stub
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// position AFTER every draw has happened. The climate sampler reads
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// quarter coordinates, so the position snaps down to the 4-block lattice
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// exactly like QuartPos.fromBlock.
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qx, qy, qz := (stub.X>>2)<<2, (y>>2)<<2, (stub.Z>>2)<<2
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s2D := worldgen.SampleColumn2D(od, SeaLevel, qx, qz)
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biomeAtStub := biomeNameByID(BiomeAt3D(od, s2D, qx, qy, qz))
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allowed := false
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for _, name := range sets.BiomesFor(def) {
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if name == biomeAtStub {
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allowed = true
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break
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}
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}
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if !allowed {
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return nil
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}
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if setup.CanBeCold {
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stub.Cold = worldgen.ColdEnoughToSnow(biomeAtStub)
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}
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return stub
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}
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func ruinedPortalFindSuitableY(random *worldgen.Legacy, placement string, airPocket bool, surfaceY, ySpan, minX, minZ, maxX, maxZ int, base baseTerrain) int {
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minCut := MinY + 15
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var y int
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switch placement {
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case "in_nether":
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if airPocket {
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y = randomBetweenInclusiveLegacy(random, 32, 100)
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} else if random.NextFloat() < 0.5 {
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y = randomBetweenInclusiveLegacy(random, 27, 29)
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} else {
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y = randomBetweenInclusiveLegacy(random, 29, 100)
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}
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case "in_mountain":
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y = getRandomWithinInterval(random, 70, surfaceY-ySpan)
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case "underground":
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y = getRandomWithinInterval(random, minCut, surfaceY-ySpan)
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case "partly_buried":
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y = surfaceY + randomBetweenInclusiveLegacy(random, 2, 8)
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default:
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y = surfaceY
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}
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opaqueAt := func(x, z, yy int) bool {
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lx, lz := x-int(base.c.X)*16, z-int(base.c.Z)*16
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if lx < 0 || lx > 15 || lz < 0 || lz > 15 || yy < MinY || yy >= MinY+WorldHeight {
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return false
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}
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state := base.columns[lx][lz][yy-MinY]
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if placement == "on_ocean_floor" {
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return state != StateAir && !isWaterState(state) && stateFlags(state)&flagBlocksMotion != 0
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}
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return state != StateAir
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}
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for yy := y; yy > minCut; yy-- {
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opaque := 0
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done := false
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for _, corner := range [4][2]int{{minX, minZ}, {maxX, minZ}, {minX, maxZ}, {maxX, maxZ}} {
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if opaqueAt(corner[0], corner[1], yy) {
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opaque++
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if opaque == 3 {
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done = true
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break
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}
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}
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}
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if done {
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return yy
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}
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}
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return y
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}
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@ -112,6 +112,28 @@ func generateVanillaWithoutDecoration(od *worldgen.OverworldDensity, fluidPicker
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}
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func generateVanillaDecorated(od *worldgen.OverworldDensity, fluidPicker worldgen.FluidPicker, veins *worldgen.OreVeinifier, carver *worldgen.Carver, seed int64, cx, cz int32, withDecoration bool) *Chunk {
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data := generateBaseTerrain(od, fluidPicker, veins, carver, seed, cx, cz)
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c := data.c
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surfTop, grass := data.surfTop, data.grass
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if withDecoration {
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decorate(c, od, cx, cz, seed, surfTop, grass, data.biomeName)
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}
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return c
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}
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// baseTerrain is everything the noise/surface/carve stages produce, kept
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// together so structure placement can read pre-carve heights exactly the way
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// vanilla's STRUCTURE_STARTS stage does.
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type baseTerrain struct {
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c *Chunk
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columns *[16][16][WorldHeight]uint16
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worldSurface *[16][16]int // topmost non-air Y before carving
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surfTop *[16][16]int
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grass *[16][16]bool
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biomeName *[16][16]string
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}
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func generateBaseTerrain(od *worldgen.OverworldDensity, fluidPicker worldgen.FluidPicker, veins *worldgen.OreVeinifier, carver *worldgen.Carver, seed int64, cx, cz int32) baseTerrain {
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c := NewChunk(cx, cz, BiomePlains) // per-cell biomes override below
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baseX, baseZ := int(cx)*16, int(cz)*16
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@ -240,10 +262,11 @@ func generateVanillaDecorated(od *worldgen.OverworldDensity, fluidPicker worldge
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}
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}
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fillBiomes3D(c, od, s2D, baseX, baseZ)
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if withDecoration {
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decorate(c, od, cx, cz, seed, &surfTop, &grass, &biomeName)
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return baseTerrain{
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c: c, columns: &columns,
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worldSurface: &worldSurface, surfTop: &surfTop,
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grass: &grass, biomeName: &biomeName,
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}
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return c
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}
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// fillBiomes3D assigns a per-cell 4×4×4 biome to every section of the chunk.
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