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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@ -56,14 +56,17 @@ type OverworldDensity struct {
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// rule tree runs.
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Surface *SurfaceSampler
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surfaceRule *SurfaceRuleSet
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surfaceRuleErr error
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prelim *levelCache
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}
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// SurfaceRule returns the overworld surface rule tree, loading it on first use.
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// It does not depend on the seed. A nil rule (on error) is non-fatal: the
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// generator falls back to its default surface heuristics.
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func (od *OverworldDensity) SurfaceRule() (SurfaceRule, error) {
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return LoadOverworldSurfaceRule()
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// SurfaceRule returns the overworld surface rule set, compiled against this
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// world's seed. A nil rule set (on error) is non-fatal: the generator falls
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// back to its biome-blind surface heuristics.
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func (od *OverworldDensity) SurfaceRule() (*SurfaceRuleSet, error) {
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return od.surfaceRule, od.surfaceRuleErr
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}
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// LoadOverworldFinalDensity builds the overworld final_density function for the
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@ -168,6 +171,12 @@ func LoadOverworldFinalDensity(seed int64) (*OverworldDensity, error) {
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secondaryNoise: secondaryNoise,
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positionalRand: l.rs.Positional(),
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}
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// The rule tree is seed-bound: its noise_threshold conditions sample seeded
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// noises and its vertical_gradient rolls against a seeded positional
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// factory. A failure here is reported but not fatal — the generator keeps
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// going on the fallback heuristics rather than refusing to start.
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od.surfaceRule, od.surfaceRuleErr = l.loadSurfaceRuleSet(od.MinY, od.Height)
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return od, nil
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}
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