Bind the surface rule tree to the world seed
The tree was parsed once, globally, and shared by every world -- so every condition that needs the seed simply did not work. Compiling it per RandomState fixes four of them at once. noise_threshold sampled a per-column random draw and pretended it was "minecraft:surface"; the other six noises it names were unsupported and returned false. Each condition now holds its own seeded noise, sampled once per column into a small cache the way vanilla's LazyXZCondition does. Powder snow, packed ice and ice appear in the dump for the first time; calcite, swamp water windows and gravel patches have their conditions back too. vertical_gradient tapered through a per-column RNG shared with the other rules. Vanilla rolls a positional random at the exact block, from a factory named by the rule. More importantly the anchor decoder read only above_bottom and discarded which kind of anchor it was, so the deepslate rule's absolute 0..8 collapsed onto y=-64 and **no deepslate existed anywhere in the world**. Anchors now carry their kind and resolve against the real height bounds -- which also retires a hardcoded 384 in y_above. Two more stubs land with them: hole is surfaceDepth <= 0 rather than a constant false, and steep reads the neighbouring column heights. steep needs the whole chunk's heightmap, so the column pass is now two passes -- terrain and fluids for all 256 columns, then surface rules -- which is the order vanilla uses anyway (doFill, then buildSurface). Deepslate was also missing from the block-ID table, and an unknown name resolved to 0, which the caller read as "no block" and skipped. So even a correct rule would have placed nothing. Unknown names are now a parse error, deepslate and mud are in the table, and a rule that resolves to air genuinely places air -- the frozen-ocean surface asks for exactly that. Below y=0 is now entirely deepslate, y=1..7 a scatter, above y=8 none.
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9 changed files with 478 additions and 255 deletions
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@ -111,6 +111,20 @@ func main() {
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countAt(16, 40, "y=16..40")
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countAt(1, 7, "y=1..7 (transition)")
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countAt(-64, -1, "y<0 (deepslate)")
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// The deepslate rule is a vertical_gradient over absolute anchors 0..8:
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// everything solid below y=0 is deepslate, everything above y=8 is stone,
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// and the band between them is a scatter. A zero here means the rule is
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// firing but its block is being dropped, or its anchors are misread.
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switch {
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case deepStone["y<0 (deepslate)"] == 0:
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fmt.Println(" FAIL: no deepslate below y=0")
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case deepStone["y=16..40"] != 0:
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fmt.Println(" FAIL: deepslate above the transition band")
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case deepStone["y=1..7 (transition)"] == 0:
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fmt.Println(" FAIL: the stone/deepslate transition band is empty")
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default:
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fmt.Println(" OK: deepslate below y=0, scattered through y=1..7, none above")
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}
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// Bedrock floor: y=-64 must be solid bedrock everywhere, y=-63..-59 a
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// thinning scatter of bedrock over stone/deepslate, and NOTHING in that band
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