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.
This commit is contained in:
Master290 2026-07-27 02:25:09 +03:00
parent 1083e47211
commit c19e5f0e4f
9 changed files with 478 additions and 255 deletions

View file

@ -0,0 +1,52 @@
package world
import "testing"
// StateDeepslate is minecraft:deepslate with axis=y, the upright default the
// surface rule places.
const StateDeepslate uint16 = 27924
// TestDeepslateLayer guards the stone/deepslate boundary. The rule that draws
// it is a vertical_gradient over absolute anchors 0 and 8; the anchor decoder
// only read above_bottom, so both collapsed onto y=-64 and the whole world was
// stone from bedrock to sky. The block name was missing from the ID table too,
// so even a firing rule resolved to 0 and was dropped.
func TestDeepslateLayer(t *testing.T) {
gen := NewVanillaGenerator(12345)
deepBelow, stoneBelow := 0, 0
deepAbove := 0
transition := 0
for _, p := range [][2]int32{{0, 0}, {5, -7}, {-13, 21}} {
ch := gen(p[0], p[1])
for lx := 0; lx < 16; lx++ {
for lz := 0; lz < 16; lz++ {
for wy := MinY; wy <= 40; wy++ {
switch b := ch.GetBlock(lx, wy, lz); {
case b == StateDeepslate && wy < 0:
deepBelow++
case b == StateDeepslate && wy >= 0 && wy < 8:
transition++
case b == StateDeepslate && wy >= 8:
deepAbove++
case b == StateStone && wy < 0:
stoneBelow++
}
}
}
}
}
t.Logf("deepslate below y=0: %d (stone there: %d), in y=0..7: %d, above y=8: %d",
deepBelow, stoneBelow, transition, deepAbove)
if deepBelow == 0 {
t.Error("no deepslate below y=0")
}
if stoneBelow != 0 {
t.Errorf("%d plain stone blocks survive below y=0; the gradient is not reaching them", stoneBelow)
}
if deepAbove != 0 {
t.Errorf("%d deepslate blocks above y=8; the upper anchor is not holding", deepAbove)
}
if transition == 0 {
t.Error("the y=0..7 stone/deepslate scatter is empty")
}
}