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

@ -111,6 +111,20 @@ func main() {
countAt(16, 40, "y=16..40") countAt(16, 40, "y=16..40")
countAt(1, 7, "y=1..7 (transition)") countAt(1, 7, "y=1..7 (transition)")
countAt(-64, -1, "y<0 (deepslate)") countAt(-64, -1, "y<0 (deepslate)")
// The deepslate rule is a vertical_gradient over absolute anchors 0..8:
// everything solid below y=0 is deepslate, everything above y=8 is stone,
// and the band between them is a scatter. A zero here means the rule is
// firing but its block is being dropped, or its anchors are misread.
switch {
case deepStone["y<0 (deepslate)"] == 0:
fmt.Println(" FAIL: no deepslate below y=0")
case deepStone["y=16..40"] != 0:
fmt.Println(" FAIL: deepslate above the transition band")
case deepStone["y=1..7 (transition)"] == 0:
fmt.Println(" FAIL: the stone/deepslate transition band is empty")
default:
fmt.Println(" OK: deepslate below y=0, scattered through y=1..7, none above")
}
// Bedrock floor: y=-64 must be solid bedrock everywhere, y=-63..-59 a // Bedrock floor: y=-64 must be solid bedrock everywhere, y=-63..-59 a
// thinning scatter of bedrock over stone/deepslate, and NOTHING in that band // thinning scatter of bedrock over stone/deepslate, and NOTHING in that band

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")
}
}

View file

@ -32,7 +32,7 @@ const dataVersion26 = 4790
// first time it ran: chunkAt prefers the store over the generator, so the // 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 // 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. // looks like it did nothing in exactly the place you are standing.
const generatorVersion = 4 const generatorVersion = 5
// generatorVersionTag is the NBT key holding generatorVersion. It is namespaced // generatorVersionTag is the NBT key holding generatorVersion. It is namespaced
// because it is ours, not part of the vanilla chunk format. // because it is ours, not part of the vanilla chunk format.

View file

@ -79,8 +79,9 @@ func generateVanilla(od *worldgen.OverworldDensity, fluidPicker worldgen.FluidPi
} }
wg.Wait() wg.Wait()
// The surface rule tree is seed-independent; load once (cached). If it fails // The surface rule set is compiled against the world seed at load time. If
// to parse, surface fill falls back to the biome-blind heuristics. // it failed to parse, the surface pass falls back to biome-blind heuristics
// rather than leaving the terrain bare.
surfaceRule, ruleErr := od.SurfaceRule() surfaceRule, ruleErr := od.SurfaceRule()
// The aquifer decides fluid per position while the column is laid down. Its // The aquifer decides fluid per position while the column is laid down. Its
@ -92,19 +93,43 @@ func generateVanilla(od *worldgen.OverworldDensity, fluidPicker worldgen.FluidPi
} }
var columns [16][16][WorldHeight]uint16 var columns [16][16][WorldHeight]uint16
var surfTop [16][16]int // top solid index, -1 if none var surfTop [16][16]int // top solid index, -1 if none
var grass [16][16]bool // grassy land surface (tree-plantable) var worldSurface [16][16]int // topmost non-air Y, the WORLD_SURFACE_WG heightmap
var grass [16][16]bool // grassy land surface (tree-plantable)
// Terrain and fluids first, for the whole chunk. The surface pass has to
// wait for all of it: the "steep" condition reads the heights of the
// column's neighbours, which vanilla takes from the heightmap that doFill
// finishes before buildSurface starts.
for lx := 0; lx < 16; lx++ { for lx := 0; lx < 16; lx++ {
wg.Add(1) wg.Add(1)
go func(lx int) { go func(lx int) {
defer wg.Done() defer wg.Done()
interp := make([]float64, len(od.Interpolated)) interp := make([]float64, len(od.Interpolated))
for lz := 0; lz < 16; lz++ { for lz := 0; lz < 16; lz++ {
var rule worldgen.SurfaceRule surfTop[lx][lz], worldSurface[lx][lz], grass[lx][lz] =
fillVanillaColumn(od, aq, fluidPicker, grids, interp, &columns[lx][lz], baseX+lx, baseZ+lz, lx, lz)
}
}(lx)
}
wg.Wait()
for lx := 0; lx < 16; lx++ {
wg.Add(1)
go func(lx int) {
defer wg.Done()
var sctx *worldgen.SurfaceContext
if ruleErr == nil {
sctx = surfaceRule.NewContext()
}
for lz := 0; lz < 16; lz++ {
rng := newColumnRand(baseX+lx, baseZ+lz, int(seed))
if ruleErr == nil { if ruleErr == nil {
rule = surfaceRule applySurfaceRule(od, surfaceRule, sctx, &columns[lx][lz],
baseX+lx, baseZ+lz, lx, lz, &worldSurface, biomeName[lx][lz], rng)
} else {
fillLegacySurface(&columns[lx][lz], surfTop[lx][lz], rng)
} }
surfTop[lx][lz], grass[lx][lz] = fillVanillaColumn(od, aq, fluidPicker, grids, interp, &columns[lx][lz], baseX+lx, baseZ+lz, lx, lz, seed, rule, biomeName[lx][lz])
} }
}(lx) }(lx)
} }
@ -165,13 +190,13 @@ func fillBiomes3D(c *Chunk, od *worldgen.OverworldDensity, s2D [16][16]worldgen.
// then does the surface rule tree walk the finished column. Doing it the other // then does the surface rule tree walk the finished column. Doing it the other
// way round is what forced the old unconditional "flood everything under sea // way round is what forced the old unconditional "flood everything under sea
// level" pass, which left every cave below y=63 underwater. // level" pass, which left every cave below y=63 underwater.
func fillVanillaColumn(od *worldgen.OverworldDensity, aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, grids []cornerGrid, interp []float64, out *[WorldHeight]uint16, wx, wz, lx, lz int, seed int64, rule worldgen.SurfaceRule, biomeName string) (int, bool) { func fillVanillaColumn(od *worldgen.OverworldDensity, aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, grids []cornerGrid, interp []float64, out *[WorldHeight]uint16, wx, wz, lx, lz int) (top, worldSurface int, grass bool) {
cx0 := lx / cellWidth cx0 := lx / cellWidth
cz0 := lz / cellWidth cz0 := lz / cellWidth
fx := float64(lx%cellWidth) / cellWidth fx := float64(lx%cellWidth) / cellWidth
fz := float64(lz%cellWidth) / cellWidth fz := float64(lz%cellWidth) / cellWidth
top := -1 top, worldSurface = -1, MinY-1
for i := 0; i < WorldHeight; i++ { for i := 0; i < WorldHeight; i++ {
cy0 := i / cellHeight cy0 := i / cellHeight
fy := float64(i%cellHeight) / cellHeight fy := float64(i%cellHeight) / cellHeight
@ -186,6 +211,9 @@ func fillVanillaColumn(od *worldgen.OverworldDensity, aq *worldgen.Aquifer, flui
if isDefaultBlock { if isDefaultBlock {
top = i top = i
} }
if state != StateAir {
worldSurface = y
}
} }
topY := MinY + top topY := MinY + top
@ -194,16 +222,22 @@ func fillVanillaColumn(od *worldgen.OverworldDensity, aq *worldgen.Aquifer, flui
const beachBand = 3 const beachBand = 3
beach := top >= 0 && topY >= SeaLevel-beachBand && topY <= SeaLevel+1 beach := top >= 0 && topY >= SeaLevel-beachBand && topY <= SeaLevel+1
deepWater := top >= 0 && topY < SeaLevel-beachBand deepWater := top >= 0 && topY < SeaLevel-beachBand
return top, worldSurface, top >= 0 && !beach && !deepWater && topY >= SeaLevel
}
// Per-column RNG for the bedrock floor and the bandlands/gradient rules. // steepAt is SurfaceRules.SteepMaterialCondition: true where the column's
rng := newColumnRand(wx, wz, int(seed)) // neighbours inside the chunk differ in height by four blocks or more. The
// neighbour indices are clamped to the chunk, as vanilla's are — the condition
if rule != nil { // deliberately does not look at the chunk next door.
applySurfaceRule(od, out, wx, wz, SeaLevel, MinY, biomeName, rule, rng) func steepAt(worldSurface *[16][16]int, lx, lz int) bool {
} else { north := max(lz-1, 0)
fillLegacySurface(out, top, beach, deepWater, rng) south := min(lz+1, 15)
if worldSurface[lx][south] >= worldSurface[lx][north]+4 {
return true
} }
return top, top >= 0 && !beach && !deepWater && topY >= SeaLevel west := max(lx-1, 0)
east := min(lx+1, 15)
return worldSurface[west][lz] >= worldSurface[east][lz]+4
} }
// substance resolves one position to the block the terrain pass leaves behind: // substance resolves one position to the block the terrain pass leaves behind:
@ -241,7 +275,7 @@ func substance(aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, x, y, z i
// One *rand.Rand is created per column (not per block) — bandlands/gradient // One *rand.Rand is created per column (not per block) — bandlands/gradient
// consume from it sequentially, which is correct because vanilla seeds those // consume from it sequentially, which is correct because vanilla seeds those
// per-column too. This avoids ~98k rand.New allocations per chunk. // per-column too. This avoids ~98k rand.New allocations per chunk.
func applySurfaceRule(od *worldgen.OverworldDensity, out *[WorldHeight]uint16, wx, wz, seaLevel, minY int, biomeName string, rule worldgen.SurfaceRule, rng chunkRand) { func applySurfaceRule(od *worldgen.OverworldDensity, rules *worldgen.SurfaceRuleSet, sctx *worldgen.SurfaceContext, out *[WorldHeight]uint16, wx, wz, lx, lz int, worldSurface *[16][16]int, biomeName string, rng chunkRand) {
top := -1 top := -1
for i := WorldHeight - 1; i >= 0; i-- { for i := WorldHeight - 1; i >= 0; i-- {
if out[i] != StateAir { if out[i] != StateAir {
@ -252,26 +286,21 @@ func applySurfaceRule(od *worldgen.OverworldDensity, out *[WorldHeight]uint16, w
if top < 0 { if top < 0 {
return return
} }
// One per-column RNG for all surface rules in this column. // Column-constant surface quantities, refreshed once per column exactly as
colRng := rng.toRand() // SurfaceRules.Context.updateXZ does. The context itself is reused across
// Column-constant surface quantities, computed once per column exactly as // the whole 16-column strip to avoid ~98k allocations per chunk; the fields
// SurfaceRules.Context.updateXZ does. // that vary per block are set inside the loop below.
rules.BeginColumn(sctx, wx, wz)
surfaceDepth := od.Surface.SurfaceDepth(wx, wz) surfaceDepth := od.Surface.SurfaceDepth(wx, wz)
// Reuse one context across the column (mutated per block) to avoid ~98k sctx.SeaLevel = SeaLevel
// heap allocations per chunk; the fields that vary per block are set inside sctx.BiomeName = biomeName
// the loop, the rest are column-constant. sctx.MinY = MinY
sctx := &worldgen.SurfaceContext{ sctx.SurfaceSecondary = od.Surface.SurfaceSecondary(wx, wz)
X: wx, sctx.SurfaceDepth = surfaceDepth
Z: wz, sctx.MinSurfaceLevel = od.MinSurfaceLevelAt(wx, wz, surfaceDepth)
SeaLevel: seaLevel, sctx.Steep = steepAt(worldSurface, lx, lz)
BiomeName: biomeName, sctx.Rng = rng.toRand()
MinY: minY, minY := MinY
SurfaceNoise: od.Surface.Noise(wx, wz),
SurfaceSecondary: od.Surface.SurfaceSecondary(wx, wz),
SurfaceDepth: surfaceDepth,
MinSurfaceLevel: od.MinSurfaceLevelAt(wx, wz, surfaceDepth),
Rng: colRng,
}
stoneDepthAbove := 0 stoneDepthAbove := 0
waterHeight := worldgen.NoWaterAbove waterHeight := worldgen.NoWaterAbove
nextCeilingStoneY := math.MaxInt nextCeilingStoneY := math.MaxInt
@ -309,7 +338,10 @@ func applySurfaceRule(od *worldgen.OverworldDensity, out *[WorldHeight]uint16, w
if old != StateStone { if old != StateStone {
continue continue
} }
if state, ok := rule.Apply(sctx); ok && state != 0 { // A matched rule places its block even when that block is air: the
// frozen-ocean surface deliberately carves one away. Only "no rule
// matched" leaves the default block alone.
if state, ok := rules.Apply(sctx); ok {
out[i] = state out[i] = state
} }
} }
@ -323,10 +355,14 @@ func isFluidState(s uint16) bool { return s == StateWater || s == StateLava }
// isStoneState is SurfaceSystem.isStone: solid, non-fluid, non-air. // isStoneState is SurfaceSystem.isStone: solid, non-fluid, non-air.
func isStoneState(s uint16) bool { return s != StateAir && !isFluidState(s) } func isStoneState(s uint16) bool { return s != StateAir && !isFluidState(s) }
// fillLegacySurface is the biome-blind heuristic used when no surface rule is // fillLegacySurface is the biome-blind heuristic used when no surface rule set
// available (parse failure). It dresses the stone the terrain and aquifer // is available (parse failure). It dresses the stone the terrain and aquifer
// passes already laid down, leaving their air and fluids alone. // passes already laid down, leaving their air and fluids alone.
func fillLegacySurface(out *[WorldHeight]uint16, top int, beach, deepWater bool, rng chunkRand) { func fillLegacySurface(out *[WorldHeight]uint16, top int, rng chunkRand) {
const beachBand = 3
topY := MinY + top
beach := top >= 0 && topY >= SeaLevel-beachBand && topY <= SeaLevel+1
deepWater := top >= 0 && topY < SeaLevel-beachBand
for i := 0; i < WorldHeight; i++ { for i := 0; i < WorldHeight; i++ {
y := MinY + i y := MinY + i
if !isStoneState(out[i]) { if !isStoneState(out[i]) {

View file

@ -20,80 +20,97 @@ package worldgen
// surfaceBlockID resolves a surface-rule result_state (Name + optional // surfaceBlockID resolves a surface-rule result_state (Name + optional
// Properties) to its network block-state ID. It handles the snowy property on // Properties) to its network block-state ID. It handles the snowy property on
// snowable blocks and the layers property on snow; unknown blocks return 0 // snowable blocks and the layers property on snow.
// (air) so a missing entry is visually obvious rather than crashing. //
func surfaceBlockID(name string, props map[string]string) uint16 { // An unknown name is an error, not a fallback. It used to return 0, which the
// rule application then read as "no block" and skipped — so a name missing from
// this table silently left stone behind. That is exactly how deepslate went
// missing from the entire world: the rule fired, resolved to 0, and was dropped.
func surfaceBlockID(name string, props map[string]string) (uint16, bool) {
switch name { switch name {
case "minecraft:air":
return 0, true
case "minecraft:deepslate":
// A pillar block; the surface rule always asks for the upright axis.
return 27924, true
case "minecraft:mud":
return 27922, true
case "minecraft:brown_terracotta":
return 11456, true
case "minecraft:red_terracotta":
return 11458, true
case "minecraft:light_gray_terracotta":
return 11452, true
case "minecraft:stone": case "minecraft:stone":
return 1 return 1, true
case "minecraft:granite": case "minecraft:granite":
return 2 return 2, true
case "minecraft:diorite": case "minecraft:diorite":
return 4 return 4, true
case "minecraft:andesite": case "minecraft:andesite":
return 6 return 6, true
case "minecraft:grass_block": case "minecraft:grass_block":
if props["snowy"] == "true" { if props["snowy"] == "true" {
return 8 return 8, true
} }
return 9 return 9, true
case "minecraft:dirt": case "minecraft:dirt":
return 10 return 10, true
case "minecraft:coarse_dirt": case "minecraft:coarse_dirt":
return 11 return 11, true
case "minecraft:podzol": case "minecraft:podzol":
if props["snowy"] == "true" { if props["snowy"] == "true" {
return 12 return 12, true
} }
return 13 return 13, true
case "minecraft:bedrock": case "minecraft:bedrock":
return 85 return 85, true
case "minecraft:water": case "minecraft:water":
return 86 return 86, true
case "minecraft:sand": case "minecraft:sand":
return 118 return 118, true
case "minecraft:red_sand": case "minecraft:red_sand":
return 123 return 123, true
case "minecraft:gravel": case "minecraft:gravel":
return 124 return 124, true
case "minecraft:sandstone": case "minecraft:sandstone":
return 578 return 578, true
case "minecraft:red_sandstone": case "minecraft:red_sandstone":
return 13247 return 13247, true
case "minecraft:snow_block": case "minecraft:snow_block":
return 6928 return 6928, true
case "minecraft:snow": case "minecraft:snow":
// snow has a "layers" property 1..8; default layer 1 = 6919. // snow has a "layers" property 1..8; default layer 1 = 6919.
return 6919 return 6919, true
case "minecraft:ice": case "minecraft:ice":
return 6927 return 6927, true
case "minecraft:packed_ice": case "minecraft:packed_ice":
return 12914 return 12914, true
case "minecraft:powder_snow": case "minecraft:powder_snow":
return 24689 return 24689, true
case "minecraft:mycelium": case "minecraft:mycelium":
if props["snowy"] == "true" { if props["snowy"] == "true" {
return 8918 return 8918, true
} }
return 8919 return 8919, true
case "minecraft:terracotta": case "minecraft:terracotta":
return 12912 return 12912, true
case "minecraft:white_terracotta": case "minecraft:white_terracotta":
return 11444 return 11444, true
case "minecraft:orange_terracotta": case "minecraft:orange_terracotta":
return 11445 return 11445, true
case "minecraft:yellow_terracotta": case "minecraft:yellow_terracotta":
return 11448 return 11448, true
case "minecraft:calcite": case "minecraft:calcite":
return 24687 return 24687, true
case "minecraft:tuff": case "minecraft:tuff":
return 23452 return 23452, true
case "minecraft:dripstone_block": case "minecraft:dripstone_block":
return 27755 return 27755, true
case "minecraft:moss_block": case "minecraft:moss_block":
return 27862 return 27862, true
case "minecraft:smooth_stone": case "minecraft:smooth_stone":
return 13480 return 13480, true
} }
return 0 return 0, false
} }

View file

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

View file

@ -92,9 +92,11 @@ func LoadTemplate(path string) (*Template, error) {
} }
} }
} }
id := surfaceBlockID(name, props) id, ok := surfaceBlockID(name, props)
if id == 0 && name != "minecraft:air" { if !ok {
// Fallback to default block ID for the name // Structure templates name far more blocks than the
// surface rules do; fall back to the broader
// default-state table.
id = defaultBlockIDs[name] id = defaultBlockIDs[name]
} }
tmpl.Palette = append(tmpl.Palette, id) tmpl.Palette = append(tmpl.Palette, id)

View file

@ -5,7 +5,6 @@ import (
"fmt" "fmt"
"math" "math"
"math/rand" "math/rand"
"sync"
) )
// surface.go implements the vanilla SurfaceRules interpreter: a rule tree that // surface.go implements the vanilla SurfaceRules interpreter: a rule tree that
@ -45,11 +44,8 @@ type SurfaceContext struct {
BiomeName string BiomeName string
// MinY is the world bottom for relative-anchor resolution. // MinY is the world bottom for relative-anchor resolution.
MinY int MinY int
// SurfaceNoise is the "minecraft:surface" noise sample at (X,Z); the // Steep is true when the column's neighbours in the chunk differ in height
// noise_threshold condition ranges over it. // by four or more blocks (SurfaceRules.SteepMaterialCondition).
SurfaceNoise float64
// Steep is true when the local slope exceeds the vanilla steep threshold
// (~1.0 surface-depth delta between neighbours).
Steep bool Steep bool
// SurfaceDepth is how thick the biome's surface layers are at this column // SurfaceDepth is how thick the biome's surface layers are at this column
// (SurfaceSystem.getSurfaceDepth): usually 3, sometimes 0 or less, which is // (SurfaceSystem.getSurfaceDepth): usually 3, sometimes 0 or less, which is
@ -63,9 +59,14 @@ type SurfaceContext struct {
// the interpolated preliminary surface level plus SurfaceDepth less 8. // the interpolated preliminary surface level plus SurfaceDepth less 8.
// above_preliminary_surface tests Y against it. // above_preliminary_surface tests Y against it.
MinSurfaceLevel int MinSurfaceLevel int
// Rng is a per-column deterministic source for vertical_gradient and // Rng is a per-column deterministic source for the bandlands rule. It is
// bandlands. It is seeded by the column so results are stable across runs. // seeded by the column so results are stable across runs.
Rng *rand.Rand Rng *rand.Rand
// noiseValues holds one sample per noise the rule tree's noise_threshold
// conditions reference, refreshed once per column by BeginColumn. Vanilla
// caches these the same way, through LazyXZCondition.
noiseValues []float64
} }
// SurfaceRule decides the block at a context. Apply returns ok=false when the // SurfaceRule decides the block at a context. Apply returns ok=false when the
@ -113,19 +114,21 @@ func (r conditionRule) Apply(ctx *SurfaceContext) (uint16, bool) {
type bandlandsRule struct{} type bandlandsRule struct{}
func (bandlandsRule) Apply(ctx *SurfaceContext) (uint16, bool) { func (bandlandsRule) Apply(ctx *SurfaceContext) (uint16, bool) {
orange, _ := surfaceBlockID("minecraft:orange_terracotta", nil)
if ctx.Rng == nil { if ctx.Rng == nil {
return surfaceBlockID("minecraft:orange_terracotta", nil), true return orange, true
} }
// Vanilla chooses band by Y + a per-column random offset; the rotation // Vanilla chooses band by Y + a per-column random offset; the rotation
// cycles white/orange/yellow/orange terracotta. Pick from the cycle by Y. // cycles white/orange/yellow/orange terracotta. Pick from the cycle by Y.
band := (ctx.Y + ctx.Rng.Intn(7)) % 4 white, _ := surfaceBlockID("minecraft:white_terracotta", nil)
switch band { yellow, _ := surfaceBlockID("minecraft:yellow_terracotta", nil)
switch (ctx.Y + ctx.Rng.Intn(7)) % 4 {
case 0: case 0:
return surfaceBlockID("minecraft:white_terracotta", nil), true return white, true
case 1, 3: case 1, 3:
return surfaceBlockID("minecraft:orange_terracotta", nil), true return orange, true
default: default:
return surfaceBlockID("minecraft:yellow_terracotta", nil), true return yellow, true
} }
} }
@ -153,12 +156,12 @@ type steepTest struct{}
func (steepTest) Test(ctx *SurfaceContext) bool { return ctx.Steep } func (steepTest) Test(ctx *SurfaceContext) bool { return ctx.Steep }
// holeTest passes in surface "holes" below the surrounding terrain — we // holeTest passes where the surface depth noise came out at or below zero — a
// approximate as "below sea level and not the top" since true hole detection // bare patch with no surface layer at all, which is how coarse dirt and gravel
// needs a neighbourhood. Conservative: false (rare rule, low visual cost). // scars appear in the middle of grass.
type holeTest struct{} type holeTest struct{}
func (holeTest) Test(ctx *SurfaceContext) bool { return false } func (holeTest) Test(ctx *SurfaceContext) bool { return ctx.SurfaceDepth <= 0 }
// waterTest passes when the block is clear of the water above it — either there // 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 // is none, or it sits far enough below the water's underside
@ -208,34 +211,21 @@ func isColdBiome(name string) bool {
return false return false
} }
// yAboveTest passes when Y is above an anchor (absolute, above_bottom, or // yAboveTest passes when Y clears an anchor, with optional surface-depth and
// below_top), with optional surface-depth and stone-depth offsets. // stone-depth offsets. The anchor is resolved against the world's height bounds
// at parse time.
type yAboveTest struct { type yAboveTest struct {
absolute int anchorY int
hasAbsolute bool addStoneDepth bool
aboveBottom int surfaceDepthMul int
hasAboveBottom bool
belowTop int
hasBelowTop bool
addStoneDepth bool
surfaceDepthMul int
} }
func (t yAboveTest) Test(ctx *SurfaceContext) bool { func (t yAboveTest) Test(ctx *SurfaceContext) bool {
var anchor int y := ctx.Y
switch {
case t.hasAbsolute:
anchor = t.absolute
case t.hasAboveBottom:
anchor = ctx.MinY + t.aboveBottom
case t.hasBelowTop:
anchor = (ctx.MinY + 384) - 1 - t.belowTop
}
threshold := anchor + ctx.SurfaceDepth*t.surfaceDepthMul
if t.addStoneDepth { if t.addStoneDepth {
threshold += ctx.StoneDepthAbove y += ctx.StoneDepthAbove
} }
return ctx.Y >= threshold return y >= t.anchorY+ctx.SurfaceDepth*t.surfaceDepthMul
} }
// stoneDepthTest passes when the block is within `offset` of the surface it // stoneDepthTest passes when the block is within `offset` of the surface it
@ -266,19 +256,22 @@ func (t stoneDepthTest) Test(ctx *SurfaceContext) bool {
return depth <= 1+t.offset+surfaceDepth+secondary return depth <= 1+t.offset+surfaceDepth+secondary
} }
// noiseThresholdTest passes when the named surface noise is within [min,max]. // noiseThresholdTest passes when its noise, sampled once per column at y=0, is
// within [min,max]. slot indexes SurfaceContext.noiseValues, which the rule set
// refreshes per column.
//
// Six of the seven noises the overworld tree uses were unsupported and fell
// through as false, so calcite on stony peaks, ice and packed ice on frozen
// peaks, powder snow, swamp water windows and gravel patches on stony shores
// never appeared at all.
type noiseThresholdTest struct { type noiseThresholdTest struct {
min, max float64 min, max float64
noise string slot int
} }
func (t noiseThresholdTest) Test(ctx *SurfaceContext) bool { func (t noiseThresholdTest) Test(ctx *SurfaceContext) bool {
// Only "minecraft:surface" is sampled in SurfaceContext; other noises fall v := ctx.noiseValues[t.slot]
// through as false (conservative). return v >= t.min && v <= t.max
if t.noise != "minecraft:surface" {
return false
}
return ctx.SurfaceNoise >= t.min && ctx.SurfaceNoise <= t.max
} }
// notTest inverts its inner test. // notTest inverts its inner test.
@ -286,33 +279,30 @@ type notTest struct{ inner ConditionTest }
func (t notTest) Test(ctx *SurfaceContext) bool { return !t.inner.Test(ctx) } func (t notTest) Test(ctx *SurfaceContext) bool { return !t.inner.Test(ctx) }
// verticalGradientTest reproduces the bedrock-floor gradient: a deterministic // verticalGradientTest is the scattered transition between two layers: true
// band from true_at_and_below to false_at_and_above where membership tapers via // below one anchor, false above another, and in between a per-position coin
// the column RNG. Anchors are above_bottom offsets from the world floor. // flip whose bias falls linearly with height. It draws the bedrock floor and
// the stone-to-deepslate boundary.
//
// The anchors are resolved once at parse time, so this needs the world's height
// bounds; the random factory is named by the rule (bedrock_floor, deepslate)
// and forked from the world seed, so the same y gets the same answer every
// time the chunk regenerates.
type verticalGradientTest struct { type verticalGradientTest struct {
randomName string trueAtAndBelow int
trueAtAndBelow int // above_bottom falseAtAndAbove int
falseAtAndAbove int // above_bottom random PositionalRandomFactory
} }
func (t verticalGradientTest) Test(ctx *SurfaceContext) bool { func (t verticalGradientTest) Test(ctx *SurfaceContext) bool {
loY := ctx.MinY + t.trueAtAndBelow if ctx.Y <= t.trueAtAndBelow {
hiY := ctx.MinY + t.falseAtAndAbove
switch {
case ctx.Y <= loY:
return true return true
case ctx.Y >= hiY: }
if ctx.Y >= t.falseAtAndAbove {
return false return false
} }
// Taper band: probability decreases linearly. Use the per-column RNG once probability := mapRange(float64(ctx.Y), float64(t.trueAtAndBelow), float64(t.falseAtAndAbove), 1.0, 0.0)
// per Y so the floor is stable but noisy. We approximate vanilla's return float64(t.random.At(ctx.X, ctx.Y, ctx.Z).NextFloat()) < probability
// random-based interpolation.
if ctx.Rng == nil {
return false
}
band := hiY - loY
pos := ctx.Y - loY
return ctx.Rng.Float64() > float64(pos)/float64(band)
} }
// abovePreliminarySurfaceTest gates the whole biome surface subtree: below the // abovePreliminarySurfaceTest gates the whole biome surface subtree: below the
@ -325,8 +315,77 @@ func (abovePreliminarySurfaceTest) Test(ctx *SurfaceContext) bool {
// ---- Parser ------------------------------------------------------------ // ---- Parser ------------------------------------------------------------
// ParseSurfaceRule parses a surface_rule JSON node into a rule tree. // SurfaceRuleSet is a compiled surface rule tree together with the seeded
func ParseSurfaceRule(raw json.RawMessage) (SurfaceRule, error) { // noises and random factories its conditions reference.
//
// The tree used to be parsed once, globally, and shared by every world: the
// conditions that need the seed simply did not work. Binding it to a
// RandomState is what lets noise_threshold sample a real noise and
// vertical_gradient roll a real per-position coin.
type SurfaceRuleSet struct {
root SurfaceRule
noises []*NormalNoise
}
// NewContext returns a SurfaceContext sized for this rule set's per-column
// noise cache. Reuse one per goroutine; BeginColumn refreshes it.
func (s *SurfaceRuleSet) NewContext() *SurfaceContext {
return &SurfaceContext{noiseValues: make([]float64, len(s.noises))}
}
// BeginColumn samples every noise the tree references at (x, z) and stores the
// column coordinates. Vanilla samples these lazily and caches them per column;
// sampling all of them up front costs a handful of evaluations per column and
// keeps the tree free of hidden state.
func (s *SurfaceRuleSet) BeginColumn(ctx *SurfaceContext, x, z int) {
ctx.X, ctx.Z = x, z
for i, n := range s.noises {
ctx.noiseValues[i] = n.GetValue(float64(x), 0, float64(z))
}
}
// Apply runs the tree at the context's current position.
func (s *SurfaceRuleSet) Apply(ctx *SurfaceContext) (uint16, bool) { return s.root.Apply(ctx) }
// surfaceParser carries the seed-dependent state a rule tree needs while it is
// being built: where to get noises and random factories, and the world's height
// bounds for resolving vertical anchors.
type surfaceParser struct {
loader *Loader
minY, height int
noises []*NormalNoise
noiseSlots map[string]int
}
// noiseSlot returns the per-column cache index for a named noise, loading and
// seeding it on first use.
func (p *surfaceParser) noiseSlot(name string) (int, error) {
if slot, ok := p.noiseSlots[name]; ok {
return slot, nil
}
n, err := p.loader.noiseField(name)
if err != nil {
return 0, err
}
slot := len(p.noises)
p.noises = append(p.noises, n)
p.noiseSlots[name] = slot
return slot, nil
}
// resolveAnchor is VerticalAnchor.resolveY.
func (p *surfaceParser) resolveAnchor(a anchorJSON) int {
switch a.kind {
case anchorAboveBottom:
return p.minY + a.value
case anchorBelowTop:
return p.minY + p.height - 1 - a.value
default:
return a.value
}
}
func (p *surfaceParser) parseRule(raw json.RawMessage) (SurfaceRule, error) {
var obj struct { var obj struct {
Type string `json:"type"` Type string `json:"type"`
} }
@ -344,7 +403,11 @@ func ParseSurfaceRule(raw json.RawMessage) (SurfaceRule, error) {
if err := json.Unmarshal(raw, &b); err != nil { if err := json.Unmarshal(raw, &b); err != nil {
return nil, err return nil, err
} }
return blockRule{state: surfaceBlockID(b.Result.Name, b.Result.Properties)}, nil state, ok := surfaceBlockID(b.Result.Name, b.Result.Properties)
if !ok {
return nil, fmt.Errorf("surface: no block-state ID for %q %v", b.Result.Name, b.Result.Properties)
}
return blockRule{state: state}, nil
case "minecraft:sequence": case "minecraft:sequence":
var s struct { var s struct {
@ -355,7 +418,7 @@ func ParseSurfaceRule(raw json.RawMessage) (SurfaceRule, error) {
} }
rules := make([]SurfaceRule, 0, len(s.Sequence)) rules := make([]SurfaceRule, 0, len(s.Sequence))
for _, child := range s.Sequence { for _, child := range s.Sequence {
r, err := ParseSurfaceRule(child) r, err := p.parseRule(child)
if err != nil { if err != nil {
return nil, err return nil, err
} }
@ -371,11 +434,11 @@ func ParseSurfaceRule(raw json.RawMessage) (SurfaceRule, error) {
if err := json.Unmarshal(raw, &c); err != nil { if err := json.Unmarshal(raw, &c); err != nil {
return nil, err return nil, err
} }
test, err := parseCondition(c.IfTrue) test, err := p.parseCondition(c.IfTrue)
if err != nil { if err != nil {
return nil, err return nil, err
} }
then, err := ParseSurfaceRule(c.Then) then, err := p.parseRule(c.Then)
if err != nil { if err != nil {
return nil, err return nil, err
} }
@ -388,7 +451,7 @@ func ParseSurfaceRule(raw json.RawMessage) (SurfaceRule, error) {
} }
// parseCondition parses an if_true condition node into a ConditionTest. // parseCondition parses an if_true condition node into a ConditionTest.
func parseCondition(raw json.RawMessage) (ConditionTest, error) { func (p *surfaceParser) parseCondition(raw json.RawMessage) (ConditionTest, error) {
var obj struct { var obj struct {
Type string `json:"type"` Type string `json:"type"`
} }
@ -413,9 +476,9 @@ func parseCondition(raw json.RawMessage) (ConditionTest, error) {
case "minecraft:water": case "minecraft:water":
var w struct { var w struct {
Offset int `json:"offset"` Offset int `json:"offset"`
SurfaceDepthMul int `json:"surface_depth_multiplier"` SurfaceDepthMul int `json:"surface_depth_multiplier"`
AddStoneDepth bool `json:"add_stone_depth"` AddStoneDepth bool `json:"add_stone_depth"`
} }
if err := json.Unmarshal(raw, &w); err != nil { if err := json.Unmarshal(raw, &w); err != nil {
return nil, err return nil, err
@ -446,32 +509,26 @@ func parseCondition(raw json.RawMessage) (ConditionTest, error) {
if err := json.Unmarshal(raw, &n); err != nil { if err := json.Unmarshal(raw, &n); err != nil {
return nil, err return nil, err
} }
return noiseThresholdTest{min: n.Min, max: n.Max, noise: n.Noise}, nil slot, err := p.noiseSlot(n.Noise)
if err != nil {
return nil, fmt.Errorf("noise_threshold %q: %w", n.Noise, err)
}
return noiseThresholdTest{min: n.Min, max: n.Max, slot: slot}, nil
case "minecraft:y_above": case "minecraft:y_above":
var y struct { var y struct {
AddStoneDepth bool `json:"add_stone_depth"` AddStoneDepth bool `json:"add_stone_depth"`
SurfaceDepthMul int `json:"surface_depth_multiplier"` SurfaceDepthMul int `json:"surface_depth_multiplier"`
Anchor struct { Anchor anchorJSON `json:"anchor"`
Absolute *int `json:"absolute"`
AboveBottom *int `json:"above_bottom"`
BelowTop *int `json:"below_top"`
} `json:"anchor"`
} }
if err := json.Unmarshal(raw, &y); err != nil { if err := json.Unmarshal(raw, &y); err != nil {
return nil, err return nil, err
} }
t := yAboveTest{addStoneDepth: y.AddStoneDepth, surfaceDepthMul: y.SurfaceDepthMul} return yAboveTest{
if y.Anchor.Absolute != nil { anchorY: p.resolveAnchor(y.Anchor),
t.hasAbsolute, t.absolute = true, *y.Anchor.Absolute addStoneDepth: y.AddStoneDepth,
} surfaceDepthMul: y.SurfaceDepthMul,
if y.Anchor.AboveBottom != nil { }, nil
t.hasAboveBottom, t.aboveBottom = true, *y.Anchor.AboveBottom
}
if y.Anchor.BelowTop != nil {
t.hasBelowTop, t.belowTop = true, *y.Anchor.BelowTop
}
return t, nil
case "minecraft:not": case "minecraft:not":
var n struct { var n struct {
@ -480,7 +537,7 @@ func parseCondition(raw json.RawMessage) (ConditionTest, error) {
if err := json.Unmarshal(raw, &n); err != nil { if err := json.Unmarshal(raw, &n); err != nil {
return nil, err return nil, err
} }
inner, err := parseCondition(n.Invert) inner, err := p.parseCondition(n.Invert)
if err != nil { if err != nil {
return nil, err return nil, err
} }
@ -488,15 +545,20 @@ func parseCondition(raw json.RawMessage) (ConditionTest, error) {
case "minecraft:vertical_gradient": case "minecraft:vertical_gradient":
var v struct { var v struct {
RandomName string `json:"random_name"`
TrueAtAndBelow anchorJSON `json:"true_at_and_below"` TrueAtAndBelow anchorJSON `json:"true_at_and_below"`
FalseAtAndAbove anchorJSON `json:"false_at_and_above"` FalseAtAndAbove anchorJSON `json:"false_at_and_above"`
} }
if err := json.Unmarshal(raw, &v); err != nil { if err := json.Unmarshal(raw, &v); err != nil {
return nil, err return nil, err
} }
if v.RandomName == "" {
return nil, fmt.Errorf("vertical_gradient: missing random_name")
}
return verticalGradientTest{ return verticalGradientTest{
trueAtAndBelow: v.TrueAtAndBelow.aboveBottom, trueAtAndBelow: p.resolveAnchor(v.TrueAtAndBelow),
falseAtAndAbove: v.FalseAtAndAbove.aboveBottom, falseAtAndAbove: p.resolveAnchor(v.FalseAtAndAbove),
random: p.loader.rs.Positional().FromHashOf(v.RandomName).ForkPositional(),
}, nil }, nil
case "minecraft:above_preliminary_surface": case "minecraft:above_preliminary_surface":
@ -505,49 +567,56 @@ func parseCondition(raw json.RawMessage) (ConditionTest, error) {
return nil, fmt.Errorf("surface: unknown condition type %q", obj.Type) return nil, fmt.Errorf("surface: unknown condition type %q", obj.Type)
} }
// anchorJSON decodes a {above_bottom|below_top|absolute: N} surface anchor. // anchorJSON decodes a VerticalAnchor: exactly one of absolute, above_bottom or
// below_top. Which one it was matters — reading the value without the kind made
// every absolute anchor resolve as an offset from the world floor, which is why
// the deepslate rule (absolute 0 to 8) collapsed onto y=-64 and never fired.
type anchorJSON struct { type anchorJSON struct {
absolute int kind anchorKind
aboveBottom int value int
belowTop int
} }
type anchorKind int
const (
anchorAbsolute anchorKind = iota
anchorAboveBottom
anchorBelowTop
)
func (a *anchorJSON) UnmarshalJSON(data []byte) error { func (a *anchorJSON) UnmarshalJSON(data []byte) error {
var m map[string]int var m map[string]int
if err := json.Unmarshal(data, &m); err != nil { if err := json.Unmarshal(data, &m); err != nil {
return err return err
} }
a.aboveBottom = m["above_bottom"] for key, kind := range map[string]anchorKind{
a.belowTop = m["below_top"] "absolute": anchorAbsolute,
a.absolute = m["absolute"] "above_bottom": anchorAboveBottom,
return nil "below_top": anchorBelowTop,
} {
if v, ok := m[key]; ok {
a.kind, a.value = kind, v
return nil
}
}
return fmt.Errorf("surface: anchor has none of absolute/above_bottom/below_top")
} }
// ---- Loader ------------------------------------------------------------ // ---- Loader ------------------------------------------------------------
var ( // loadSurfaceRuleSet parses the overworld surface_rule tree, binding its
surfaceRuleOnce sync.Once // conditions to this loader's seeded RandomState.
surfaceRule SurfaceRule func (l *Loader) loadSurfaceRuleSet(minY, height int) (*SurfaceRuleSet, error) {
surfaceRuleErr error var doc struct {
) SurfaceRule json.RawMessage `json:"surface_rule"`
}
// LoadOverworldSurfaceRule parses and caches the overworld surface_rule tree. if err := l.readJSON("data/overworld.json", &doc); err != nil {
// The rule tree does not depend on the world seed, so it is loaded once. return nil, err
func LoadOverworldSurfaceRule() (SurfaceRule, error) { }
surfaceRuleOnce.Do(func() { p := &surfaceParser{loader: l, minY: minY, height: height, noiseSlots: map[string]int{}}
raw, err := dataFS.ReadFile("data/overworld.json") root, err := p.parseRule(doc.SurfaceRule)
if err != nil { if err != nil {
surfaceRuleErr = err return nil, err
return }
} return &SurfaceRuleSet{root: root, noises: p.noises}, nil
var doc struct {
SurfaceRule json.RawMessage `json:"surface_rule"`
}
if err := json.Unmarshal(raw, &doc); err != nil {
surfaceRuleErr = err
return
}
surfaceRule, surfaceRuleErr = ParseSurfaceRule(doc.SurfaceRule)
})
return surfaceRule, surfaceRuleErr
} }

View file

@ -5,16 +5,30 @@ import (
"testing" "testing"
) )
// TestLoadSurfaceRule confirms the embedded overworld surface_rule parses into // loadTestRules compiles the overworld surface rule set at a fixed seed.
// a rule tree without error. This guards the parser against any rule/condition func loadTestRules(t *testing.T) *SurfaceRuleSet {
// type the overworld uses. t.Helper()
func TestLoadSurfaceRule(t *testing.T) { od, err := LoadOverworldFinalDensity(12345)
rule, err := LoadOverworldSurfaceRule()
if err != nil { if err != nil {
t.Fatalf("LoadOverworldSurfaceRule: %v", err) t.Fatalf("load overworld density: %v", err)
} }
if rule == nil { rules, err := od.SurfaceRule()
t.Fatal("nil surface rule") if err != nil {
t.Fatalf("compile surface rule: %v", err)
}
if rules == nil {
t.Fatal("nil surface rule set")
}
return rules
}
// TestLoadSurfaceRule confirms the embedded overworld surface_rule parses into
// a rule tree without error, and that every noise its noise_threshold
// conditions name resolved. Six of the seven used to fall through as false.
func TestLoadSurfaceRule(t *testing.T) {
rules := loadTestRules(t)
if len(rules.noises) != 7 {
t.Errorf("rule set references %d noises, want 7", len(rules.noises))
} }
} }
@ -22,25 +36,24 @@ func TestLoadSurfaceRule(t *testing.T) {
// several biomes to confirm Apply never panics on real-world inputs. A panic // several biomes to confirm Apply never panics on real-world inputs. A panic
// during generation would crash the server. // during generation would crash the server.
func TestSurfaceRuleNoPanic(t *testing.T) { func TestSurfaceRuleNoPanic(t *testing.T) {
rule, err := LoadOverworldSurfaceRule() rules := loadTestRules(t)
if err != nil {
t.Fatalf("load: %v", err)
}
biomes := []string{ biomes := []string{
"minecraft:plains", "minecraft:desert", "minecraft:forest", "minecraft:plains", "minecraft:desert", "minecraft:forest",
"minecraft:badlands", "minecraft:snowy_plains", "minecraft:ocean", "minecraft:badlands", "minecraft:snowy_plains", "minecraft:ocean",
"minecraft:mushroom_fields", "minecraft:wooded_badlands", "minecraft:mushroom_fields", "minecraft:wooded_badlands",
} }
ctx := rules.NewContext()
rules.BeginColumn(ctx, 100, 100)
ctx.SeaLevel, ctx.MinY = 63, -64
ctx.MinSurfaceLevel, ctx.WaterHeight = 80, NoWaterAbove
ctx.SurfaceDepth = 3
ctx.Rng = rand.New(rand.NewSource(1))
for _, b := range biomes { for _, b := range biomes {
ctx.BiomeName = b
for y := 0; y < 100; y++ { for y := 0; y < 100; y++ {
ctx := &SurfaceContext{ ctx.Y = y
X: 100, Y: y, Z: 100, ctx.StoneDepthAbove, ctx.StoneDepthBelow = 100-y, y+1
StoneDepthAbove: 100 - y, StoneDepthBelow: y + 1, rules.Apply(ctx) // must not panic
SeaLevel: 63, BiomeName: b, MinY: -64,
MinSurfaceLevel: 80, WaterHeight: NoWaterAbove,
Rng: rand.New(rand.NewSource(1)),
}
rule.Apply(ctx) // must not panic
} }
} }
} }
@ -48,17 +61,17 @@ func TestSurfaceRuleNoPanic(t *testing.T) {
// TestSurfaceBedrockFloor confirms the bottom of the world resolves to bedrock // TestSurfaceBedrockFloor confirms the bottom of the world resolves to bedrock
// (the vertical_gradient bedrock_floor rule is the first rule in the tree). // (the vertical_gradient bedrock_floor rule is the first rule in the tree).
func TestSurfaceBedrockFloor(t *testing.T) { func TestSurfaceBedrockFloor(t *testing.T) {
rule, err := LoadOverworldSurfaceRule() rules := loadTestRules(t)
if err != nil { ctx := rules.NewContext()
t.Fatalf("load: %v", err) rules.BeginColumn(ctx, 0, 0)
} ctx.Y = -64
ctx := &SurfaceContext{ ctx.StoneDepthAbove, ctx.StoneDepthBelow = 1, 1
X: 0, Y: -64, Z: 0, StoneDepthAbove: 1, StoneDepthBelow: 1, ctx.SeaLevel, ctx.MinY = 63, -64
SeaLevel: 63, BiomeName: "minecraft:plains", MinY: -64, ctx.BiomeName = "minecraft:plains"
MinSurfaceLevel: 62, WaterHeight: NoWaterAbove, ctx.MinSurfaceLevel, ctx.WaterHeight = 62, NoWaterAbove
Rng: rand.New(rand.NewSource(1)), ctx.SurfaceDepth = 3
} ctx.Rng = rand.New(rand.NewSource(1))
state, ok := rule.Apply(ctx) state, ok := rules.Apply(ctx)
if !ok { if !ok {
t.Fatal("no rule matched at bedrock floor") t.Fatal("no rule matched at bedrock floor")
} }
@ -84,12 +97,23 @@ func TestSurfaceBlockIDResolution(t *testing.T) {
{"minecraft:red_sand", nil, 123}, {"minecraft:red_sand", nil, 123},
{"minecraft:coarse_dirt", nil, 11}, {"minecraft:coarse_dirt", nil, 11},
{"minecraft:calcite", nil, 24687}, {"minecraft:calcite", nil, 24687},
{"minecraft:deepslate", map[string]string{"axis": "y"}, 27924},
{"minecraft:mud", nil, 27922},
{"minecraft:air", nil, 0},
} }
for _, c := range cases { for _, c := range cases {
if got := surfaceBlockID(c.name, c.props); got != c.want { got, ok := surfaceBlockID(c.name, c.props)
if !ok {
t.Errorf("surfaceBlockID(%q,%v) not in the table", c.name, c.props)
continue
}
if got != c.want {
t.Errorf("surfaceBlockID(%q,%v) = %d, want %d", c.name, c.props, got, c.want) t.Errorf("surfaceBlockID(%q,%v) = %d, want %d", c.name, c.props, got, c.want)
} }
} }
if _, ok := surfaceBlockID("minecraft:not_a_block", nil); ok {
t.Error("surfaceBlockID accepted an unknown name")
}
} }
// TestIsColdBiome confirms the snow-cover predicate recognises cold biomes so // TestIsColdBiome confirms the snow-cover predicate recognises cold biomes so