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.
This commit is contained in:
parent
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commit
d3142e7687
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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@ -0,0 +1,127 @@
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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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32
internal/world/biome_bench_test.go
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32
internal/world/biome_bench_test.go
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package world
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import (
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"testing"
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"regionio/internal/worldgen"
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)
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// BenchmarkChunkGenerationWithBiomes measures full chunk generation (terrain +
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// per-cell 3D biomes) for one chunk. The target is < 10ms/op; above 50ms the
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// brute-force biome finder becomes the priority for spatial bucketing.
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func BenchmarkChunkGenerationWithBiomes(b *testing.B) {
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gen := NewVanillaGenerator(12345)
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b.ResetTimer()
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for i := 0; i < b.N; i++ {
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_ = gen(int32(i%32)-16, int32((i/32)%32)-16)
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}
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}
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// BenchmarkBiomeAt3D isolates the per-cell biome lookup cost (1536 calls feed a
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// chunk) so the finder's contribution is measurable independently of terrain.
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func BenchmarkBiomeAt3D(b *testing.B) {
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od, err := worldgen.LoadOverworldFinalDensity(12345)
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if err != nil {
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b.Fatalf("load: %v", err)
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}
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s2D := worldgen.SampleColumn2D(od, SeaLevel, 64, 64)
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b.ResetTimer()
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for i := 0; i < b.N; i++ {
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_ = BiomeAt3D(od, s2D, 64, 0, 64)
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}
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}
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@ -30,66 +30,73 @@ type rawParameter struct {
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} `json:"parameters"`
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} `json:"parameters"`
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}
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}
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// depthScalar extracts a scalar depth from a raw entry, accepting either a JSON
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// depthRange extracts a depth band from a raw entry. It accepts a JSON number
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// number or a single-element [v] array. Arrays with a range are cave entries
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// (mapped to the half-open band [v, v+1) so a scalar value matches exactly one
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// (non-surface) and return ok=false so the caller skips them.
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// integer depth layer), a single-element [v] array (same as the scalar), or a
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func depthScalar(v any) (float64, bool) {
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// two-element [min, max] range (used by cave biomes like lush/dripstone_caves
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// whose depth is [0.2, 0.9]). Returns ok=false only for malformed input.
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func depthRange(v any) (worldgen.ClimateRange, bool) {
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switch d := v.(type) {
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switch d := v.(type) {
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case float64:
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case float64:
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return d, true
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q := worldgen.Quantize(d)
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return worldgen.ClimateRange{Min: q, Max: q + 1}, true
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case []any:
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case []any:
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if len(d) == 1 {
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switch len(d) {
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case 1:
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if f, ok := d[0].(float64); ok {
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if f, ok := d[0].(float64); ok {
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return f, true
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q := worldgen.Quantize(f)
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return worldgen.ClimateRange{Min: q, Max: q + 1}, true
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}
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case 2:
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lo, ok1 := d[0].(float64)
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hi, ok2 := d[1].(float64)
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if ok1 && ok2 {
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return worldgen.ClimateRange{Min: worldgen.Quantize(lo), Max: worldgen.Quantize(hi)}, true
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}
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}
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}
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}
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}
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}
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return 0, false
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return worldgen.ClimateRange{}, false
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}
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}
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// surfaceTable is the biome parameter table filtered to depth=0 (surface layer),
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// biomeTable is the full biome parameter table (surface + underground twins +
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// built once at init. Cave/underground entries (depth=1, or non-zero offset for
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// cave biomes), built once at init. The finder's range-contains check on the
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// lush/dripstone/deep_dark) are excluded until the per-cell milestone.
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// depth axis selects the correct layer per cell.
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var (
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var (
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surfaceTable *worldgen.ParameterTable
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biomeTable *worldgen.ParameterTable
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surfaceTableOnce sync.Once
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biomeTableOnce sync.Once
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)
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)
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// loadSurfaceTable parses the embedded biome parameters once and returns the
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// loadBiomeTable parses the embedded biome parameters once and returns the full
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// surface-only ParameterTable. Panics on a parse error (a corrupt embedded
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// ParameterTable. Panics on a parse error (a corrupt embedded table is a
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// table is a build-time bug, not a runtime condition).
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// build-time bug, not a runtime condition).
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func loadSurfaceTable() *worldgen.ParameterTable {
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func loadBiomeTable() *worldgen.ParameterTable {
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surfaceTableOnce.Do(func() {
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biomeTableOnce.Do(func() {
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var raw struct {
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var raw struct {
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Biomes []rawParameter `json:"biomes"`
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Biomes []rawParameter `json:"biomes"`
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}
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}
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if err := json.Unmarshal(biomeParametersJSON, &raw); err != nil {
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if err := json.Unmarshal(biomeParametersJSON, &raw); err != nil {
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panic(fmt.Sprintf("world: parsing embedded biome_parameters.json: %v", err))
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panic(fmt.Sprintf("world: parsing embedded biome_parameters.json: %v", err))
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}
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}
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params := make([]worldgen.BiomeParameter, 0, len(raw.Biomes)/2)
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params := make([]worldgen.BiomeParameter, 0, len(raw.Biomes))
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for _, e := range raw.Biomes {
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for _, e := range raw.Biomes {
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// Surface layer only: depth resolves to the scalar 0.0, and no cave
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dp, ok := depthRange(e.Param.Depth)
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// offset. Range/array depths and non-zero offsets belong to cave
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if !ok {
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// biomes (lush/dripstone/deep_dark), deferred to the per-cell stage.
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continue // malformed depth; skip defensively
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dp, ok := depthScalar(e.Param.Depth)
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if !ok || dp != 0.0 || e.Param.Offset != 0.0 {
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continue
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}
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}
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params = append(params, makeBiomeParameter(e, dp))
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params = append(params, makeBiomeParameter(e, dp))
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}
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}
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surfaceTable = worldgen.NewParameterTable(params)
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biomeTable = worldgen.NewParameterTable(params)
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})
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})
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return surfaceTable
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return biomeTable
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}
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}
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// makeBiomeParameter converts a raw JSON entry into a BiomeParameter, mapping
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// makeBiomeParameter converts a raw JSON entry into a BiomeParameter, mapping
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// the [min,max] ranges to quantized ClimateRanges. depth is a scalar in the
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// the [min,max] ranges to quantized ClimateRanges. depth is a ClimateRange
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// source but a [depth, depth] band in the table (a single value).
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// (half-open band for scalar depths, explicit range for cave biomes).
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func makeBiomeParameter(e rawParameter, depth float64) worldgen.BiomeParameter {
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func makeBiomeParameter(e rawParameter, depth worldgen.ClimateRange) worldgen.BiomeParameter {
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qr := func(a [2]float64) worldgen.ClimateRange {
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qr := func(a [2]float64) worldgen.ClimateRange {
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return worldgen.ClimateRange{Min: worldgen.Quantize(a[0]), Max: worldgen.Quantize(a[1])}
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return worldgen.ClimateRange{Min: worldgen.Quantize(a[0]), Max: worldgen.Quantize(a[1])}
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}
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}
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dpQ := worldgen.Quantize(depth)
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return worldgen.BiomeParameter{
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return worldgen.BiomeParameter{
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Name: e.Biome,
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Name: e.Biome,
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Ranges: [worldgen.AxisCount]worldgen.ClimateRange{
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Ranges: [worldgen.AxisCount]worldgen.ClimateRange{
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@ -98,20 +105,37 @@ func makeBiomeParameter(e rawParameter, depth float64) worldgen.BiomeParameter {
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qr(e.Param.Continentalness),
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qr(e.Param.Continentalness),
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qr(e.Param.Erosion),
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qr(e.Param.Erosion),
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qr(e.Param.Weirdness),
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qr(e.Param.Weirdness),
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{Min: dpQ, Max: dpQ + 1}, // half-open band covering exactly depth
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depth, // half-open band (scalar) or explicit range (cave biomes)
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},
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},
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Offset: worldgen.Quantize(e.Param.Offset),
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Offset: worldgen.Quantize(e.Param.Offset),
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}
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}
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}
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}
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// BiomeAt returns the network biome ID for the surface biome at block (wx, wz)
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// BiomeAt returns the network biome ID for the surface biome at block (wx, wz)
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// given the loaded overworld density. It samples the climate axes at sea level,
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// given the loaded overworld density. It samples the climate axes at sea level
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// finds the matching biome in the parameter table, and resolves its name to a
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// with depth fixed to 0 (surface layer), finds the matching biome in the full
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// numeric ID via the synchronized biome registry. Unknown biomes fall back to
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// parameter table, and resolves its name to a numeric ID via the synchronized
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// plains so chunk encoding always gets a valid ID.
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// biome registry. Unknown biomes fall back to plains so chunk encoding always
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// gets a valid ID.
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//
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// Kept for surface-only (per-chunk) lookups; 3D per-cell code uses BiomeAt3D.
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func BiomeAt(od *worldgen.OverworldDensity, wx, wz int) uint16 {
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func BiomeAt(od *worldgen.OverworldDensity, wx, wz int) uint16 {
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point := worldgen.SampleColumn(od, SeaLevel, wx, wz)
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point := worldgen.SampleColumn(od, SeaLevel, wx, wz)
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name := loadSurfaceTable().FindBiome(point)
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return biomeID(loadBiomeTable().FindBiome(point))
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}
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// BiomeAt3D returns the network biome ID for the biome cell containing block
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// (wx, wy, wz). s2D carries the five precomputed 2D climate axes for the column
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// (sampled once via SampleColumn2D); the 3D depth axis is evaluated at wy inside
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// this function. Surface, underground-twin, and cave biomes are all selectable
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// because the full parameter table is searched with depth as a true range.
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func BiomeAt3D(od *worldgen.OverworldDensity, s2D worldgen.Sample2D, wx, wy, wz int) uint16 {
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point := worldgen.SampleCell(od, s2D, wx, wy, wz)
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return biomeID(loadBiomeTable().FindBiome(point))
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}
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// biomeID resolves a biome name to its network ID, falling back to plains.
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func biomeID(name string) uint16 {
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if id := registry.Index("minecraft:worldgen/biome", name); id >= 0 {
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if id := registry.Index("minecraft:worldgen/biome", name); id >= 0 {
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return uint16(id)
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return uint16(id)
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}
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}
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@ -29,7 +29,7 @@ func TestBiomeAtDeterministic(t *testing.T) {
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// biomeName is a test helper exposing the resolved biome name at (wx, wz).
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// biomeName is a test helper exposing the resolved biome name at (wx, wz).
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func biomeName(od *worldgen.OverworldDensity, wx, wz int) string {
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func biomeName(od *worldgen.OverworldDensity, wx, wz int) string {
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point := worldgen.SampleColumn(od, SeaLevel, wx, wz)
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point := worldgen.SampleColumn(od, SeaLevel, wx, wz)
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return loadSurfaceTable().FindBiome(point)
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return loadBiomeTable().FindBiome(point)
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}
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}
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|
||||||
// TestBiomeAtVaryingAcrossWorld confirms different regions of the world map to
|
// TestBiomeAtVaryingAcrossWorld confirms different regions of the world map to
|
||||||
|
|
@ -52,22 +52,41 @@ func TestBiomeAtVaryingAcrossWorld(t *testing.T) {
|
||||||
t.Logf("found %d distinct biomes across 16x16 chunks", len(seen))
|
t.Logf("found %d distinct biomes across 16x16 chunks", len(seen))
|
||||||
}
|
}
|
||||||
|
|
||||||
// TestVanillaChunkHasBiome confirms generateVanilla threads the per-column biome
|
// TestVanillaChunkHasBiomes confirms generateVanilla fills per-cell 3D biomes
|
||||||
// into the chunk (regression guard for the NewChunk call site in vanilla.go).
|
// (regression guard for the fillBiomes3D call in vanilla.go). It checks that at
|
||||||
|
// least one section has a populated biome container and that a surface cell
|
||||||
|
// matches what BiomeAt3D returns at the chunk centre.
|
||||||
func TestVanillaChunkHasBiome(t *testing.T) {
|
func TestVanillaChunkHasBiome(t *testing.T) {
|
||||||
gen := NewVanillaGenerator(12345)
|
gen := NewVanillaGenerator(12345)
|
||||||
ch := gen(10, -3)
|
ch := gen(10, -3)
|
||||||
if ch == nil {
|
if ch == nil {
|
||||||
t.Fatal("nil chunk")
|
t.Fatal("nil chunk")
|
||||||
}
|
}
|
||||||
// biome is unexported; verify via the registry by re-deriving it. The chunk's
|
|
||||||
// biome must match what BiomeAt returns at the chunk centre.
|
// At least one section must carry per-cell biomes (otherwise fillBiomes3D
|
||||||
|
// never ran and the chunk fell back to the uniform plains default).
|
||||||
|
hasCells := false
|
||||||
|
for si := 0; si < SectionCount; si++ {
|
||||||
|
if ch.biomes[si] != nil {
|
||||||
|
hasCells = true
|
||||||
|
break
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if !hasCells {
|
||||||
|
t.Fatal("no per-cell biome sections; fillBiomes3D did not run")
|
||||||
|
}
|
||||||
|
|
||||||
|
// A surface cell at the chunk centre should match BiomeAt3D with depth at
|
||||||
|
// that Y. Surface is the section containing sea level.
|
||||||
od, err := worldgen.LoadOverworldFinalDensity(12345)
|
od, err := worldgen.LoadOverworldFinalDensity(12345)
|
||||||
if err != nil {
|
if err != nil {
|
||||||
t.Fatalf("load: %v", err)
|
t.Fatalf("load: %v", err)
|
||||||
}
|
}
|
||||||
want := BiomeAt(od, 10*16+8, -3*16+8)
|
lx, lz := 8, 8
|
||||||
if uint16(ch.biome) != want {
|
s2D := worldgen.SampleColumn2D(od, SeaLevel, 10*16+lx, -3*16+lz)
|
||||||
t.Errorf("chunk biome = %d, want %d", ch.biome, want)
|
want := BiomeAt3D(od, s2D, 10*16+lx, SeaLevel, -3*16+lz)
|
||||||
|
got := ch.biomes[(SeaLevel-MinY)>>4][biomeIndex(lx, SeaLevel, lz)]
|
||||||
|
if got != want {
|
||||||
|
t.Errorf("centre surface biome = %d, want %d", got, want)
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -35,12 +35,25 @@ const BiomePlains uint16 = 40
|
||||||
// direct-palette bit width.
|
// direct-palette bit width.
|
||||||
const totalBlockStates = 29873
|
const totalBlockStates = 29873
|
||||||
|
|
||||||
// Chunk is a 16xWorldHeightx16 column of block states with a single biome.
|
// Biome-cell geometry for the overworld. A biome cell is biomeCellSize³ blocks
|
||||||
// A nil section is entirely air.
|
// (4×4×4), so each 16-block chunk section holds biomeCellsPerSection biome
|
||||||
|
// cells. totalBiomes is the size of the synchronized biome registry and sets
|
||||||
|
// the biome direct-palette bit width.
|
||||||
|
const (
|
||||||
|
biomeCellSize = 4
|
||||||
|
biomeCellsXZ = 16 / biomeCellSize // 4
|
||||||
|
biomeCellsPerSection = biomeCellsXZ * biomeCellsXZ * biomeCellsXZ // 64
|
||||||
|
totalBiomes = 65 // synced minecraft:worldgen/biome registry size
|
||||||
|
)
|
||||||
|
|
||||||
|
// Chunk is a 16xWorldHeightx16 column of block states. Each section may carry a
|
||||||
|
// per-cell biome array (4×4×4); when biomes[si] is nil the section falls back to
|
||||||
|
// the column-wide biome field (used by flat/simple generators).
|
||||||
type Chunk struct {
|
type Chunk struct {
|
||||||
X, Z int32
|
X, Z int32
|
||||||
sections [SectionCount]*[sectionVol]uint16
|
sections [SectionCount]*[sectionVol]uint16
|
||||||
biome uint16
|
biomes [SectionCount]*[biomeCellsPerSection]uint16
|
||||||
|
biome uint16 // fallback uniform biome when biomes[si] is nil
|
||||||
}
|
}
|
||||||
|
|
||||||
// NewChunk returns an empty (all-air) chunk at (x, z) with the given biome.
|
// NewChunk returns an empty (all-air) chunk at (x, z) with the given biome.
|
||||||
|
|
@ -82,6 +95,32 @@ func (c *Chunk) SetBlock(lx, y, lz int, state uint16) {
|
||||||
c.section(si)[blockIndex(lx, y, lz)] = state
|
c.section(si)[blockIndex(lx, y, lz)] = state
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// biomeIndex maps a block within a section to its YZX-ordered 4×4×4 biome cell.
|
||||||
|
// Coordinates are folded into 0..15 (block coords) then divided to cell coords.
|
||||||
|
func biomeIndex(lx, ly, lz int) int {
|
||||||
|
bx := (lx & 15) / biomeCellSize
|
||||||
|
by := (ly & 15) / biomeCellSize
|
||||||
|
bz := (lz & 15) / biomeCellSize
|
||||||
|
return by<<(biomeCellsXZBits*2) | bz<<biomeCellsXZBits | bx
|
||||||
|
}
|
||||||
|
|
||||||
|
// biomeCellsXZBits is log2(biomeCellsXZ) for the YZX index assembly.
|
||||||
|
const biomeCellsXZBits = 2 // biomeCellsXZ=4 → 2 bits
|
||||||
|
|
||||||
|
// SetBiome sets the biome for the 4×4×4 cell containing block (lx, y, lz). The
|
||||||
|
// section's per-cell biome array is allocated lazily on first write. Any block
|
||||||
|
// in the cell shares its biome, matching the 4-block resolution vanilla uses.
|
||||||
|
func (c *Chunk) SetBiome(lx, y, lz int, biome uint16) {
|
||||||
|
si := (y - MinY) >> 4
|
||||||
|
if si < 0 || si >= SectionCount {
|
||||||
|
return
|
||||||
|
}
|
||||||
|
if c.biomes[si] == nil {
|
||||||
|
c.biomes[si] = new([biomeCellsPerSection]uint16)
|
||||||
|
}
|
||||||
|
c.biomes[si][biomeIndex(lx, y, lz)] = biome
|
||||||
|
}
|
||||||
|
|
||||||
// Encode serializes the level_chunk_with_light body for this chunk.
|
// Encode serializes the level_chunk_with_light body for this chunk.
|
||||||
func (c *Chunk) Encode() []byte {
|
func (c *Chunk) Encode() []byte {
|
||||||
w := protocol.NewWriter(8192)
|
w := protocol.NewWriter(8192)
|
||||||
|
|
@ -157,7 +196,8 @@ func packHeightmap(h [256]uint16) []uint64 {
|
||||||
}
|
}
|
||||||
|
|
||||||
// writeSection emits one chunk section: block count, block paletted container,
|
// writeSection emits one chunk section: block count, block paletted container,
|
||||||
// then the (single-value) biome paletted container.
|
// then the biome paletted container (per-cell 4×4×4, or single-valued for legacy
|
||||||
|
// generators that only set a column-wide biome).
|
||||||
func (c *Chunk) writeSection(w *protocol.Writer, i int) {
|
func (c *Chunk) writeSection(w *protocol.Writer, i int) {
|
||||||
s := c.sections[i]
|
s := c.sections[i]
|
||||||
if s == nil {
|
if s == nil {
|
||||||
|
|
@ -169,8 +209,12 @@ func (c *Chunk) writeSection(w *protocol.Writer, i int) {
|
||||||
w.Uint16(0) // reserved 2-byte field
|
w.Uint16(0) // reserved 2-byte field
|
||||||
writeBlockPalette(w, s)
|
writeBlockPalette(w, s)
|
||||||
}
|
}
|
||||||
// Biomes: a single value covers the whole section for now.
|
// Biome container: per-cell palette when present, else the uniform fallback.
|
||||||
writeSingleValued(w, uint32(c.biome))
|
if b := c.biomes[i]; b != nil {
|
||||||
|
writeBiomePalette(w, b)
|
||||||
|
} else {
|
||||||
|
writeSingleValued(w, uint32(c.biome))
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
func nonAirCount(s *[sectionVol]uint16) int {
|
func nonAirCount(s *[sectionVol]uint16) int {
|
||||||
|
|
@ -192,7 +236,7 @@ func writeSingleValued(w *protocol.Writer, value uint32) {
|
||||||
// writeBlockPalette writes a block-state paletted container, choosing the
|
// writeBlockPalette writes a block-state paletted container, choosing the
|
||||||
// single-valued, indirect, or direct encoding as appropriate.
|
// single-valued, indirect, or direct encoding as appropriate.
|
||||||
func writeBlockPalette(w *protocol.Writer, s *[sectionVol]uint16) {
|
func writeBlockPalette(w *protocol.Writer, s *[sectionVol]uint16) {
|
||||||
palette, indexOf := buildPalette(s)
|
palette, indexOf := buildPalette(s[:])
|
||||||
if len(palette) == 1 {
|
if len(palette) == 1 {
|
||||||
writeSingleValued(w, uint32(palette[0]))
|
writeSingleValued(w, uint32(palette[0]))
|
||||||
return
|
return
|
||||||
|
|
@ -217,6 +261,47 @@ func writeBlockPalette(w *protocol.Writer, s *[sectionVol]uint16) {
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// writeBiomePalette writes a biome paletted container over the 64 cells of a
|
||||||
|
// section. It mirrors writeBlockPalette but with biome-specific thresholds: the
|
||||||
|
// indirect palette allows a minimum of 1 bit per entry (vs 4 for blocks), and
|
||||||
|
// the direct form is used once the palette bit width exceeds the biome
|
||||||
|
// registry width.
|
||||||
|
func writeBiomePalette(w *protocol.Writer, s *[biomeCellsPerSection]uint16) {
|
||||||
|
palette, indexOf := buildPalette(s[:])
|
||||||
|
if len(palette) == 1 {
|
||||||
|
writeSingleValued(w, uint32(palette[0]))
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
bpe := bitsFor(len(palette))
|
||||||
|
if bpe < 1 {
|
||||||
|
bpe = 1 // minimum for the indirect biome format
|
||||||
|
}
|
||||||
|
if bpe > bitsFor(totalBiomes) {
|
||||||
|
writeBiomeDirect(w, s)
|
||||||
|
return
|
||||||
|
}
|
||||||
|
|
||||||
|
w.Byte(byte(bpe))
|
||||||
|
w.VarInt(int32(len(palette)))
|
||||||
|
for _, st := range palette {
|
||||||
|
w.VarInt(int32(st))
|
||||||
|
}
|
||||||
|
writePackedIndices(w, bpe, biomeCellsPerSection, func(i int) uint32 {
|
||||||
|
return uint32(indexOf[s[i]])
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
// writeBiomeDirect writes a direct (palette-less) biome container of registry
|
||||||
|
// IDs, sized to the full biome registry width.
|
||||||
|
func writeBiomeDirect(w *protocol.Writer, s *[biomeCellsPerSection]uint16) {
|
||||||
|
bpe := bitsFor(totalBiomes)
|
||||||
|
w.Byte(byte(bpe))
|
||||||
|
writePackedIndices(w, bpe, biomeCellsPerSection, func(i int) uint32 {
|
||||||
|
return uint32(s[i])
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
// writeDirect writes a direct (palette-less) container of global state IDs.
|
// writeDirect writes a direct (palette-less) container of global state IDs.
|
||||||
func writeDirect(w *protocol.Writer, s *[sectionVol]uint16) {
|
func writeDirect(w *protocol.Writer, s *[sectionVol]uint16) {
|
||||||
bpe := bitsFor(totalBlockStates)
|
bpe := bitsFor(totalBlockStates)
|
||||||
|
|
@ -247,8 +332,10 @@ func writePackedIndices(w *protocol.Writer, bpe, count int, value func(i int) ui
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
// buildPalette returns the distinct block states in s and a value->index map.
|
// buildPalette returns the distinct values in s and a value->index map. It
|
||||||
func buildPalette(s *[sectionVol]uint16) ([]uint16, map[uint16]int) {
|
// takes a slice so the same routine serves block sections (sectionVol entries)
|
||||||
|
// and biome cells (biomeCellsPerSection entries); callers pass array[:] in.
|
||||||
|
func buildPalette(s []uint16) ([]uint16, map[uint16]int) {
|
||||||
indexOf := make(map[uint16]int)
|
indexOf := make(map[uint16]int)
|
||||||
var palette []uint16
|
var palette []uint16
|
||||||
for _, v := range s {
|
for _, v := range s {
|
||||||
|
|
|
||||||
|
|
@ -34,11 +34,7 @@ func NewVanillaGenerator(seed int64) Generator {
|
||||||
}
|
}
|
||||||
|
|
||||||
func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *Chunk {
|
func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *Chunk {
|
||||||
// Surface biome is sampled at the chunk centre column. Climate noises are
|
c := NewChunk(cx, cz, BiomePlains) // per-cell biomes override below
|
||||||
// 2D at this stage (depth fixed to surface), so one sample per chunk is
|
|
||||||
// representative; the per-cell milestone will sample the 4×4×4 grid.
|
|
||||||
biome := BiomeAt(od, int(cx)*16+8, int(cz)*16+8)
|
|
||||||
c := NewChunk(cx, cz, biome)
|
|
||||||
baseX, baseZ := int(cx)*16, int(cz)*16
|
baseX, baseZ := int(cx)*16, int(cz)*16
|
||||||
|
|
||||||
grids := make([]cornerGrid, len(od.Interpolated))
|
grids := make([]cornerGrid, len(od.Interpolated))
|
||||||
|
|
@ -86,10 +82,54 @@ func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *C
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
fillBiomes3D(c, od, baseX, baseZ)
|
||||||
decorate(c, cx, cz, seed, &surfTop, &grass)
|
decorate(c, cx, cz, seed, &surfTop, &grass)
|
||||||
return c
|
return c
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// fillBiomes3D assigns a per-cell 4×4×4 biome to every section of the chunk.
|
||||||
|
// The five 2D climate axes are sampled once per column (256 calls) and reused
|
||||||
|
// across Y; the 3D depth axis is evaluated per cell (1536 calls, but each is a
|
||||||
|
// single density-function compute). The biome columns are processed in parallel
|
||||||
|
// to keep generation fast.
|
||||||
|
func fillBiomes3D(c *Chunk, od *worldgen.OverworldDensity, baseX, baseZ int) {
|
||||||
|
var s2D [16][16]worldgen.Sample2D
|
||||||
|
var wg sync.WaitGroup
|
||||||
|
for lx := 0; lx < 16; lx++ {
|
||||||
|
wg.Add(1)
|
||||||
|
go func(lx int) {
|
||||||
|
defer wg.Done()
|
||||||
|
for lz := 0; lz < 16; lz++ {
|
||||||
|
s2D[lx][lz] = worldgen.SampleColumn2D(od, SeaLevel, baseX+lx, baseZ+lz)
|
||||||
|
}
|
||||||
|
}(lx)
|
||||||
|
}
|
||||||
|
wg.Wait()
|
||||||
|
|
||||||
|
// One biome per 4×4×4 cell. Sampling at the cell corner (bx*4, bz*4) is
|
||||||
|
// representative because the 2D climate noises vary slowly relative to a
|
||||||
|
// 4-block cell; depth carries the vertical variation.
|
||||||
|
for bx := 0; bx < biomeCellsXZ; bx++ {
|
||||||
|
wg.Add(1)
|
||||||
|
go func(bx int) {
|
||||||
|
defer wg.Done()
|
||||||
|
lx := bx * biomeCellSize
|
||||||
|
for bz := 0; bz < biomeCellsXZ; bz++ {
|
||||||
|
lz := bz * biomeCellSize
|
||||||
|
col2D := s2D[lx][lz]
|
||||||
|
for si := 0; si < SectionCount; si++ {
|
||||||
|
for by := 0; by < biomeCellsXZ; by++ {
|
||||||
|
wy := MinY + si*16 + by*biomeCellSize
|
||||||
|
biome := BiomeAt3D(od, col2D, baseX+lx, wy, baseZ+lz)
|
||||||
|
c.SetBiome(lx, wy, lz, biome)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}(bx)
|
||||||
|
}
|
||||||
|
wg.Wait()
|
||||||
|
}
|
||||||
|
|
||||||
// fillVanillaColumn lays the blocks for one column and returns the top solid
|
// fillVanillaColumn lays the blocks for one column and returns the top solid
|
||||||
// index and whether the surface is grassy land (suitable for trees). Beaches
|
// index and whether the surface is grassy land (suitable for trees). Beaches
|
||||||
// (sand) form a narrow ring around the waterline; deep water floors use gravel;
|
// (sand) form a narrow ring around the waterline; deep water floors use gravel;
|
||||||
|
|
|
||||||
|
|
@ -2,28 +2,54 @@ package worldgen
|
||||||
|
|
||||||
// This file samples the climate density functions into a TargetPoint for the
|
// This file samples the climate density functions into a TargetPoint for the
|
||||||
// biome finder. The climate router keys are 2D (flat_cache + y_scale=0) except
|
// biome finder. The climate router keys are 2D (flat_cache + y_scale=0) except
|
||||||
// depth, which is 3D. For surface biome selection we fix depth to 0.0, matching
|
// depth, which is 3D. For per-chunk surface biome selection we fix depth to
|
||||||
// the depth=0 (surface) entries of the biome parameter table; underground and
|
// 0.0; for the per-cell 3D milestone we evaluate real depth at each cell.
|
||||||
// cave biomes use depth=1.0 / non-zero offset and are a later milestone.
|
|
||||||
|
// Sample2D holds the five Y-invariant climate axes for one (x,z) column,
|
||||||
|
// precomputed once so every vertical biome cell in that column reuses them.
|
||||||
|
type Sample2D struct {
|
||||||
|
Temperature, Humidity, Continentalness, Erosion, Weirdness float64
|
||||||
|
}
|
||||||
|
|
||||||
|
// SampleColumn2D evaluates the five 2D climate axes at block (wx, wz). The
|
||||||
|
// vertical coordinate passed to the flat noises (seaLevelY) does not affect the
|
||||||
|
// result because they are flat_cache/y_scale=0, but is kept for symmetry.
|
||||||
|
func SampleColumn2D(od *OverworldDensity, seaLevelY, wx, wz int) Sample2D {
|
||||||
|
ctx := FunctionContext{X: float64(wx), Y: float64(seaLevelY), Z: float64(wz)}
|
||||||
|
return Sample2D{
|
||||||
|
Temperature: computeOrZero(od.Temperature, ctx),
|
||||||
|
Humidity: computeOrZero(od.Humidity, ctx),
|
||||||
|
Continentalness: computeOrZero(od.Continentalness, ctx),
|
||||||
|
Erosion: computeOrZero(od.Erosion, ctx),
|
||||||
|
Weirdness: computeOrZero(od.Weirdness, ctx),
|
||||||
|
}
|
||||||
|
}
|
||||||
|
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||||||
|
// SampleCell builds a full 3D TargetPoint at block (wx, wy, wz): the five 2D
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|
// axes come from the precomputed s2D (sampled once per column), and depth is
|
||||||
|
// evaluated at the cell's real Y — the only Y-dependent climate axis. This
|
||||||
|
// keeps per-cell cost at a single DensityFunction call (depth) instead of six.
|
||||||
|
func SampleCell(od *OverworldDensity, s2D Sample2D, wx, wy, wz int) TargetPoint {
|
||||||
|
depth := 0.0
|
||||||
|
if od.Depth != nil {
|
||||||
|
depth = od.Depth.Compute(FunctionContext{X: float64(wx), Y: float64(wy), Z: float64(wz)})
|
||||||
|
}
|
||||||
|
return NewTargetPoint(s2D.Temperature, s2D.Humidity, s2D.Continentalness,
|
||||||
|
s2D.Erosion, s2D.Weirdness, depth)
|
||||||
|
}
|
||||||
|
|
||||||
// SampleColumn evaluates the six climate parameters at block (wx, wz) using od
|
// SampleColumn evaluates the six climate parameters at block (wx, wz) using od
|
||||||
// and returns the TargetPoint for surface biome lookup. seaLevelY is the Y at
|
// and returns the TargetPoint for surface biome lookup. seaLevelY is the Y at
|
||||||
// which to sample the 2D climate noises (callers pass the world sea level).
|
// which to sample the 2D climate noises (callers pass the world sea level).
|
||||||
|
//
|
||||||
|
// Kept for surface-only (per-chunk) lookups; per-cell 3D code uses
|
||||||
|
// SampleColumn2D + SampleCell instead.
|
||||||
func SampleColumn(od *OverworldDensity, seaLevelY int, wx, wz int) TargetPoint {
|
func SampleColumn(od *OverworldDensity, seaLevelY int, wx, wz int) TargetPoint {
|
||||||
ctx := FunctionContext{X: float64(wx), Y: float64(seaLevelY), Z: float64(wz)}
|
s2D := SampleColumn2D(od, seaLevelY, wx, wz)
|
||||||
|
|
||||||
temp := computeOrZero(od.Temperature, ctx)
|
|
||||||
humid := computeOrZero(od.Humidity, ctx)
|
|
||||||
cont := computeOrZero(od.Continentalness, ctx)
|
|
||||||
ero := computeOrZero(od.Erosion, ctx)
|
|
||||||
weird := computeOrZero(od.Weirdness, ctx)
|
|
||||||
|
|
||||||
// Surface layer: depth axis is fixed at 0.0 so only the depth=0 (surface)
|
// Surface layer: depth axis is fixed at 0.0 so only the depth=0 (surface)
|
||||||
// biome parameter entries match. The real 3D depth is consulted in the
|
// biome parameter entries match.
|
||||||
// per-cell milestone.
|
return NewTargetPoint(s2D.Temperature, s2D.Humidity, s2D.Continentalness,
|
||||||
const surfaceDepth = 0.0
|
s2D.Erosion, s2D.Weirdness, 0.0)
|
||||||
|
|
||||||
return NewTargetPoint(temp, humid, cont, ero, weird, surfaceDepth)
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// computeOrZero evaluates df at ctx, returning 0 when df is nil (a climate key
|
// computeOrZero evaluates df at ctx, returning 0 when df is nil (a climate key
|
||||||
|
|
@ -35,3 +61,4 @@ func computeOrZero(df DensityFunction, ctx FunctionContext) float64 {
|
||||||
}
|
}
|
||||||
return df.Compute(ctx)
|
return df.Compute(ctx)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue