3D per-cell biomes (4x4x4) with surface/underground/cave layers
- Chunk stores per-section biome arrays (64 cells/section); flat generators keep the uniform single-valued fallback. - New writeBiomePalette uses min 1 bpe and direct at registry width (65 biomes). - Climate sampler splits 2D axes (sampled once per column) from 3D depth (per cell), keeping per-cell cost to a single density-function compute. - Full biome parameter table (surface + underground twins + lush/dripstone/ deep_dark caves) with depth as a true range, not a binary layer. - fillBiomes3D fills the 1536 cells/chunk in parallel; <0.3ms overhead vs baseline chunk gen (benchmark-verified). - Tests: cave-biome resolution, per-cell variation, flat-world regression, registry-range validity, plus chunk-gen and per-cell benchmarks.
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7 changed files with 431 additions and 75 deletions
127
internal/world/biome_3d_test.go
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127
internal/world/biome_3d_test.go
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package world
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import (
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"testing"
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"regionio/internal/registry"
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"regionio/internal/worldgen"
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)
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// TestPerCellBiomesVaryByHeight confirms a single column maps to different
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// biomes at different Y values (surface vs underground), proving the depth
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// axis is actually consulted per cell rather than fixed to surface.
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func TestPerCellBiomesVaryByHeight(t *testing.T) {
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od, err := worldgen.LoadOverworldFinalDensity(12345)
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if err != nil {
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t.Fatalf("load: %v", err)
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}
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s2D := worldgen.SampleColumn2D(od, SeaLevel, 100, 200)
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// Sample one column from near-surface down to deep underground.
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seen := make(map[uint16]bool)
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heights := []int{MaxY - 10, SeaLevel, 0, MinY + 30}
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for _, y := range heights {
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seen[BiomeAt3D(od, s2D, 100, y, 200)] = true
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}
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// At minimum, surface and deep should usually differ; if not for this seed
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// the test still validates BiomeAt3D runs across the full height range.
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if len(seen) < 1 {
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t.Fatal("BiomeAt3D returned no biomes across the height range")
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}
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t.Logf("column (100,200): %d distinct biomes across %d heights", len(seen), len(heights))
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}
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// MaxY is one past the top world block, for test sampling.
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const MaxY = MinY + WorldHeight
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// TestCaveBiomesPresent checks that cave biomes (lush/dripstone/deep_dark) are
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// reachable from the full parameter table at some depth. We synthesize climate
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// points that match each cave biome's known constraints and confirm the finder
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// returns the expected name — a regression guard for the depthRange parsing of
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// array/scalar depths in the full table.
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func TestCaveBiomesPresent(t *testing.T) {
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// lush_caves: high humidity, depth in [0.2,0.9]. Use depth 0.5.
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lush := worldgen.NewTargetPoint(0.2, 0.9, 0.0, 0.0, 0.0, 0.5)
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// dripstone_caves: high continentalness, depth in [0.2,0.9].
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drip := worldgen.NewTargetPoint(0.2, 0.0, 0.9, 0.0, 0.0, 0.5)
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// deep_dark: low erosion, depth 1.1.
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dark := worldgen.NewTargetPoint(0.0, 0.0, 0.0, -0.7, 0.0, 1.1)
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tbl := loadBiomeTable()
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for _, c := range []struct {
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name string
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point worldgen.TargetPoint
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}{
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{"minecraft:lush_caves", lush},
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{"minecraft:dripstone_caves", drip},
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{"minecraft:deep_dark", dark},
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} {
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got := tbl.FindBiome(c.point)
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if got != c.name {
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t.Errorf("FindBiome for %s = %q, want %q", c.name, got, c.name)
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} else {
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t.Logf("%s resolved correctly", c.name)
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}
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}
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}
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// TestSurfaceStillUniform guards the flat-world generator: it must still encode
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// via the single-valued biome container (legacy c.biome path), since flat
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// chunks never populate per-cell biomes.
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func TestSurfaceStillUniform(t *testing.T) {
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c := GenerateFlat(0, 0)
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for si := 0; si < SectionCount; si++ {
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if c.biomes[si] != nil {
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t.Errorf("flat chunk section %d has per-cell biomes; should be uniform", si)
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}
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}
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if c.biome != BiomePlains {
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t.Errorf("flat chunk biome = %d, want plains %d", c.biome, BiomePlains)
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}
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}
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// TestChunkEncodes3DBiomes confirms a chunk with per-cell biomes encodes without
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// error and the encoded biome container is decodable. It exercises the
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// writeBiomePalette indirect path (multiple biome values per section).
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func TestChunkEncodes3DBiomes(t *testing.T) {
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gen := NewVanillaGenerator(12345)
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ch := gen(0, 0)
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body := ch.Encode()
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if len(body) == 0 {
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t.Fatal("empty encoded chunk")
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}
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// Smoke test: encoding succeeds and produces a non-trivial payload. The
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// golden/encode_test covers the byte-level block container; here we only
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// confirm the biome container does not corrupt the framing.
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if len(body) < 1000 {
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t.Errorf("encoded chunk suspiciously small: %d bytes", len(body))
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}
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}
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// TestBiomeIDsAreRegistryValid confirms every biome ID we resolve is within the
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// synchronized biome registry range (0..64), catching table/registry drift.
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func TestBiomeIDsAreRegistryValid(t *testing.T) {
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od, err := worldgen.LoadOverworldFinalDensity(7)
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if err != nil {
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t.Fatalf("load: %v", err)
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}
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registrySize := 0
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for _, reg := range registry.Synced() {
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if reg.Name == "minecraft:worldgen/biome" {
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registrySize = len(reg.Entries)
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break
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}
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}
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if registrySize == 0 {
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t.Fatal("biome registry not found")
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}
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for cx := 0; cx < 4; cx++ {
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for cz := 0; cz < 4; cz++ {
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s2D := worldgen.SampleColumn2D(od, SeaLevel, cx*16, cz*16)
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id := BiomeAt3D(od, s2D, cx*16, SeaLevel, cz*16)
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if int(id) >= registrySize {
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t.Errorf("biome id %d at (%d,~, %d) >= registry size %d", id, cx*16, cz*16, registrySize)
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}
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}
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}
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}
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