Measure the surface water condition against the column's own water

The water condition asked "is this block at or above sea level", which is only
the same question as vanilla's in an ocean. Vanilla asks how far the block sits
below the water directly above it, and there is now water that is nowhere near
y=63: the aquifer puts pools at their own levels, deep underground and up in the
hills. Against sea level every one of those read as dry stone, and the stone
above them read as lakebed.

waterHeight is already tracked down the column, so the condition becomes the
vanilla one: pass when there is no water above at all, otherwise when
blockY (+ stoneDepthAbove where the rule asks for it) clears
waterHeight + offset + surfaceDepth * multiplier. add_stone_depth was parsed and
then ignored; three rules in the overworld tree set it.

NoWaterAbove replaces a bare math.MinInt so a hand-built context cannot default
to "water at y=0" by leaving the field unset.
This commit is contained in:
Master290 2026-07-27 02:05:20 +03:00
parent 21a10ab65e
commit c10719cb78
4 changed files with 98 additions and 18 deletions

View file

@ -32,7 +32,7 @@ const dataVersion26 = 4790
// first time it ran: chunkAt prefers the store over the generator, so the
// already-explored area around spawn keeps its old terrain and every later fix
// looks like it did nothing in exactly the place you are standing.
const generatorVersion = 2
const generatorVersion = 3
// generatorVersionTag is the NBT key holding generatorVersion. It is namespaced
// because it is ours, not part of the vanilla chunk format.

View file

@ -273,18 +273,18 @@ func applySurfaceRule(out *[WorldHeight]uint16, wx, wz, seaLevel, minY int, biom
Rng: colRng,
}
stoneDepthAbove := 0
waterHeight := math.MinInt
waterHeight := worldgen.NoWaterAbove
nextCeilingStoneY := math.MaxInt
for i := top; i >= 0; i-- {
y := minY + i
old := out[i]
if old == StateAir {
stoneDepthAbove = 0
waterHeight = math.MinInt
waterHeight = worldgen.NoWaterAbove
continue
}
if isFluidState(old) {
if waterHeight == math.MinInt {
if waterHeight == worldgen.NoWaterAbove {
waterHeight = y + 1
}
continue

View file

@ -3,6 +3,7 @@ package worldgen
import (
"encoding/json"
"fmt"
"math"
"math/rand"
"sync"
)
@ -18,6 +19,11 @@ import (
// or the special bandlands badlands-clay rule. Condition tests are the 11 types
// present in the overworld rule tree.
// NoWaterAbove is the "dry column" sentinel for SurfaceContext.WaterHeight,
// matching the Integer.MIN_VALUE vanilla uses. A caller building a context by
// hand must set it explicitly; the zero value would read as water at y=0.
const NoWaterAbove = math.MinInt
// SurfaceContext carries the per-block data a surface rule needs to decide.
type SurfaceContext struct {
// X, Y, Z are the block's world coordinates.
@ -30,7 +36,7 @@ type SurfaceContext struct {
StoneDepthAbove int
StoneDepthBelow int
// WaterHeight is one above the lowest fluid block of the run of fluid
// directly above Y, or math.MinInt when no fluid sits above Y with no air
// directly above Y, or NoWaterAbove when no fluid sits above Y with no air
// in between. It is what the water condition measures against.
WaterHeight int
// SeaLevel is the world sea level (63 for the overworld).
@ -148,19 +154,29 @@ 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.
// waterTest passes when the block is clear of the water above it — either there
// is none, or it sits far enough below the water's underside
// (SurfaceRules.WaterConditionSource).
//
// The height compared against is the column's own water surface, not sea level.
// Those differ wherever the aquifer put a pool at its own level: an underground
// lake, a mountain tarn or a flooded cave sit nowhere near y=63, and measuring
// them against sea level dressed dry stone as lakebed and lakebed as dry stone.
type waterTest struct {
offset int
surfaceDepthMul int
addStoneDepth bool
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
if ctx.WaterHeight == NoWaterAbove {
return true
}
y := ctx.Y
if t.addStoneDepth {
y += ctx.StoneDepthAbove
}
return y >= ctx.WaterHeight+t.offset+ctx.SurfaceDepth*t.surfaceDepthMul
}
// temperatureTest passes when the (column) temperature is below freezing — the

View file

@ -34,9 +34,11 @@ func TestSurfaceRuleNoPanic(t *testing.T) {
for _, b := range biomes {
for y := 0; y < 100; y++ {
ctx := &SurfaceContext{
X: 100, Y: y, Z: 100, StoneDepthAbove: 100 - y,
X: 100, Y: y, Z: 100,
StoneDepthAbove: 100 - y, StoneDepthBelow: y + 1,
SeaLevel: 63, BiomeName: b, MinY: -64,
PreliminarySurface: 100, Rng: rand.New(rand.NewSource(1)),
PreliminarySurface: 100, WaterHeight: NoWaterAbove,
Rng: rand.New(rand.NewSource(1)),
}
rule.Apply(ctx) // must not panic
}
@ -51,9 +53,10 @@ func TestSurfaceBedrockFloor(t *testing.T) {
t.Fatalf("load: %v", err)
}
ctx := &SurfaceContext{
X: 0, Y: -64, Z: 0, StoneDepthAbove: 0,
X: 0, Y: -64, Z: 0, StoneDepthAbove: 1, StoneDepthBelow: 1,
SeaLevel: 63, BiomeName: "minecraft:plains", MinY: -64,
PreliminarySurface: 70, Rng: rand.New(rand.NewSource(1)),
PreliminarySurface: 70, WaterHeight: NoWaterAbove,
Rng: rand.New(rand.NewSource(1)),
}
state, ok := rule.Apply(ctx)
if !ok {
@ -105,3 +108,64 @@ func TestIsColdBiome(t *testing.T) {
}
}
}
// TestWaterCondition pins SurfaceRules.WaterConditionSource against the
// column's own water surface. The offsets are the three forms the overworld
// tree actually uses: (0,0,false) for "is this block dry", (-1,0,false) for the
// block just under the waterline, and (-6,-1,true) for the beach/shore band.
func TestWaterCondition(t *testing.T) {
cases := []struct {
name string
test waterTest
ctx SurfaceContext
want bool
}{
{
name: "no water above passes",
test: waterTest{},
ctx: SurfaceContext{Y: 20, WaterHeight: NoWaterAbove},
want: true,
},
{
name: "at the waterline passes",
test: waterTest{},
ctx: SurfaceContext{Y: 63, WaterHeight: 63},
want: true,
},
{
name: "one block under water fails",
test: waterTest{},
ctx: SurfaceContext{Y: 62, WaterHeight: 63},
want: false,
},
{
name: "offset -1 reaches one block deeper",
test: waterTest{offset: -1},
ctx: SurfaceContext{Y: 62, WaterHeight: 63},
want: true,
},
{
name: "an aquifer pool at y=-20 is measured against itself, not sea level",
test: waterTest{},
ctx: SurfaceContext{Y: -25, WaterHeight: -20, SeaLevel: 63},
want: false,
},
{
name: "stone above the same pool is dry",
test: waterTest{},
ctx: SurfaceContext{Y: -19, WaterHeight: -20, SeaLevel: 63},
want: true,
},
{
name: "add_stone_depth counts buried stone towards the threshold",
test: waterTest{offset: -6, surfaceDepthMul: -1, addStoneDepth: true},
ctx: SurfaceContext{Y: 55, WaterHeight: 63, StoneDepthAbove: 2, SurfaceDepth: 0},
want: true,
},
}
for _, c := range cases {
if got := c.test.Test(&c.ctx); got != c.want {
t.Errorf("%s: got %v, want %v", c.name, got, c.want)
}
}
}