Initial commit: RegionIO Minecraft server core (26.1.2/protocol 775)
Vanilla-faithful overworld generator (final_density + multi-noise biomes), full connection lifecycle (status/login/configuration/play), chunk streaming, creative block editing, and the protocol/nbt/registry infrastructure.
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146 changed files with 217621 additions and 0 deletions
119
internal/world/biome_lookup.go
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119
internal/world/biome_lookup.go
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package world
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import (
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_ "embed"
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"encoding/json"
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"fmt"
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"sync"
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"regionio/internal/registry"
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"regionio/internal/worldgen"
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)
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//go:embed biome_parameters.json
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var biomeParametersJSON []byte
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// rawParameter mirrors one entry of biome_parameters.json: a biome name plus its
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// climate ranges. Each axis value is a [min, max] array; depth is normally a
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// scalar (0.0 surface / 1.0 underground) but a few cave entries carry a [min,
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// max] array, so it is decoded loosely (see depthScalar).
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type rawParameter struct {
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Biome string `json:"biome"`
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Param struct {
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Temperature [2]float64 `json:"temperature"`
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Humidity [2]float64 `json:"humidity"`
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Continentalness [2]float64 `json:"continentalness"`
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Erosion [2]float64 `json:"erosion"`
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Weirdness [2]float64 `json:"weirdness"`
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Depth any `json:"depth"`
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Offset float64 `json:"offset"`
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} `json:"parameters"`
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}
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// depthScalar extracts a scalar depth from a raw entry, accepting either a JSON
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// number or a single-element [v] array. Arrays with a range are cave entries
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// (non-surface) and return ok=false so the caller skips them.
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func depthScalar(v any) (float64, bool) {
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switch d := v.(type) {
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case float64:
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return d, true
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case []any:
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if len(d) == 1 {
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if f, ok := d[0].(float64); ok {
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return f, true
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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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// surfaceTable is the biome parameter table filtered to depth=0 (surface layer),
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// built once at init. Cave/underground entries (depth=1, or non-zero offset for
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// lush/dripstone/deep_dark) are excluded until the per-cell milestone.
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var (
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surfaceTable *worldgen.ParameterTable
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surfaceTableOnce sync.Once
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)
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// loadSurfaceTable parses the embedded biome parameters once and returns the
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// surface-only ParameterTable. Panics on a parse error (a corrupt embedded
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// table is a build-time bug, not a runtime condition).
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func loadSurfaceTable() *worldgen.ParameterTable {
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surfaceTableOnce.Do(func() {
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var raw struct {
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Biomes []rawParameter `json:"biomes"`
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}
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if err := json.Unmarshal(biomeParametersJSON, &raw); err != nil {
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panic(fmt.Sprintf("world: parsing embedded biome_parameters.json: %v", err))
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}
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params := make([]worldgen.BiomeParameter, 0, len(raw.Biomes)/2)
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for _, e := range raw.Biomes {
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// Surface layer only: depth resolves to the scalar 0.0, and no cave
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// offset. Range/array depths and non-zero offsets belong to cave
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// biomes (lush/dripstone/deep_dark), deferred to the per-cell stage.
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dp, ok := depthScalar(e.Param.Depth)
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if !ok || dp != 0.0 || e.Param.Offset != 0.0 {
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continue
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}
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params = append(params, makeBiomeParameter(e, dp))
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}
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surfaceTable = worldgen.NewParameterTable(params)
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})
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return surfaceTable
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}
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// makeBiomeParameter converts a raw JSON entry into a BiomeParameter, mapping
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// the [min,max] ranges to quantized ClimateRanges. depth is a scalar in the
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// source but a [depth, depth] band in the table (a single value).
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func makeBiomeParameter(e rawParameter, depth float64) worldgen.BiomeParameter {
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qr := func(a [2]float64) worldgen.ClimateRange {
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return worldgen.ClimateRange{Min: worldgen.Quantize(a[0]), Max: worldgen.Quantize(a[1])}
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}
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dpQ := worldgen.Quantize(depth)
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return worldgen.BiomeParameter{
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Name: e.Biome,
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Ranges: [worldgen.AxisCount]worldgen.ClimateRange{
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qr(e.Param.Temperature),
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qr(e.Param.Humidity),
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qr(e.Param.Continentalness),
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qr(e.Param.Erosion),
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qr(e.Param.Weirdness),
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{Min: dpQ, Max: dpQ + 1}, // half-open band covering exactly depth
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},
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Offset: worldgen.Quantize(e.Param.Offset),
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}
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}
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// BiomeAt returns the network biome ID for the surface biome at block (wx, wz)
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// given the loaded overworld density. It samples the climate axes at sea level,
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// finds the matching biome in the parameter table, and resolves its name to a
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// numeric ID via the synchronized biome registry. Unknown biomes fall back to
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// plains so chunk encoding always gets a valid ID.
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func BiomeAt(od *worldgen.OverworldDensity, wx, wz int) uint16 {
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point := worldgen.SampleColumn(od, SeaLevel, wx, wz)
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name := loadSurfaceTable().FindBiome(point)
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if id := registry.Index("minecraft:worldgen/biome", name); id >= 0 {
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return uint16(id)
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}
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return BiomePlains
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}
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