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9 commits

Author SHA1 Message Date
Master290
1083e47211 Restore the subsurface layers: real above_preliminary_surface and surface depth
Every land column was one block of grass sitting straight on stone. No dirt
under grass, no sandstone under sand, nothing. Two stubs did it together:

above_preliminary_surface compared blockY against the column's actual top block,
so of every position in the column exactly one passed -- and the entire
biome-specific half of the surface rule tree hangs under that condition.
Vanilla compares against a minimum surface level: the preliminary surface level
sampled at the four corners of the 16-block cell, bilinearly interpolated, plus
the surface depth less 8. That is about twenty blocks of reach on ordinary
terrain, which is what the biome subtree is written against.

Surface depth was hardcoded to 0. Vanilla is surfaceNoise*2.75 + 3 with a
per-column jitter, so it comes out around three; it sets how thick the band is
and feeds every add_surface_depth term in the tree. Zero collapsed them all.

Also samples surface_secondary, so stone_depth's secondary_depth_range widens
its band instead of being parsed and dropped.

Grass columns now read grass, two to four dirt, stone -- the histogram over 256
columns is {2: 223, 3: 33}, against vanilla's 2..4. gendump prints it and fails
if the band collapses again; TestGrassColumnsHaveDirt guards it in the suite.
2026-07-27 02:15:14 +03:00
Master290
c10719cb78 Measure the surface water condition against the column's own water
The water condition asked "is this block at or above sea level", which is only
the same question as vanilla's in an ocean. Vanilla asks how far the block sits
below the water directly above it, and there is now water that is nowhere near
y=63: the aquifer puts pools at their own levels, deep underground and up in the
hills. Against sea level every one of those read as dry stone, and the stone
above them read as lakebed.

waterHeight is already tracked down the column, so the condition becomes the
vanilla one: pass when there is no water above at all, otherwise when
blockY (+ stoneDepthAbove where the rule asks for it) clears
waterHeight + offset + surfaceDepth * multiplier. add_stone_depth was parsed and
then ignored; three rules in the overworld tree set it.

NoWaterAbove replaces a bare math.MinInt so a hand-built context cannot default
to "water at y=0" by leaving the field unset.
2026-07-27 02:05:20 +03:00
Master290
21a10ab65e Implement the vanilla Aquifer; stop flooding caves
Every air block below y=63 was turned into water. That is one line of code and
it cost the entire underground: no dry caves, no lava lakes, no air pockets, a
solid block of water from the sea floor to bedrock.

Vanilla decides fluid per position instead. Aquifer centres sit on a jittered
16x12x16 grid; each gets a fluid level and type from the floodedness and spread
noises, with centres near open sky inheriting the sea and buried ones getting a
much lower randomised level or nothing at all. A position takes its nearest
centre's fluid unless the barrier noise raises enough pressure between the two
or three nearest centres to seal it back to stone. Deep centres turn to lava.

Porting it means fixing the order of generation, not just adding a file. Vanilla
resolves stone/water/lava/air during the density pass and only then runs the
surface rules over a finished column; we did it the other way round, which is
what forced the unconditional flood in the first place. fillVanillaColumn now
asks the aquifer per position, and applySurfaceRule walks the finished column
carrying the bookkeeping SurfaceSystem carries: air resets the counters, a fluid
records its water height, and stone gets a depth from the top of its run plus
one from the bottom, found by looking ahead to the next non-stone block below.

That last one fixes stone_depth's ceiling form, which had no bottom-up depth to
work with and was testing the top-down one instead -- fourteen rules in the
overworld tree use it to dress cave roofs. The floor form is unchanged: vanilla
counts from 1 and compares against 1 + offset, we counted from 0 and compared
against offset.

The aquifer grid is built eagerly per chunk rather than lazily, because our
columns fill concurrently; every cell is a pure function of its grid coordinate
and every cell in the computed range gets consulted anyway. Cost is ~0.5% of
chunk generation, most of it absorbed by the shared preliminary-surface cache.

Inland caves go from 100% water to 3.8%, and lava exists for the first time.
cmd/gendump grows a census that would have failed loudly before, and
TestCavesAreDry guards it in the suite.
2026-07-27 02:02:12 +03:00
Master290
ed045ee09d Parse aquifer and ore-vein noise routers
The overworld noise_router ships fourteen keys; we read six. The eight left on
the floor are exactly the ones the aquifer, the ore veins and the preliminary
surface estimate need, so every one of those subsystems has been impossible to
write.

Wire the rest of the router into OverworldDensity: barrier,
fluid_level_floodedness, fluid_level_spread and lava for the aquifer,
vein_toggle/vein_ridged/vein_gap for the veins, and preliminary_surface_level
for both. Two node types were missing and are added with them --
minecraft:invert (the reciprocal, not negation: Mapped.Type ordinal 5 is
1.0/input) and minecraft:find_top_surface, which walks down from an upper bound
in cell_height steps looking for positive density.

PreliminarySurfaceLevelAt wraps that node the way NoiseChunk does: quart-align
the column, then memoise. The cache is per generator rather than per chunk
because the aquifer samples columns up to three chunks away, so neighbours
overlap heavily -- with a shared cache a chunk costs a few dozen evaluations
instead of a few thousand.

Also lifts sea_level, min_y, height and the aquifers/ore-veins flags out of the
settings file, and adds PositionalRandomFactory.At for the aquifer cell centres
(Mth.getSeed hashed into the low half of the factory seed).

No generator output changes yet: nothing reads the new keys.
2026-07-27 01:44:45 +03:00
Master290
8f7cacf9d9 Fix structures tearing apart and floating due to inconsistent baseY calculations 2026-06-27 21:54:08 +03:00
Master290
788983dc88 Add StructureManager and NBT template loader for large structures 2026-06-27 21:28:11 +03:00
Master290
4dcf938a85 Biome-aware surface rules from the vanilla rule tree
Replaces the biome-blind fillVanillaColumn heuristics with a full
interpreter for the overworld surface_rule tree (already embedded in
overworld.json): block/sequence/condition/bandlands rules plus all 11
condition tests (biome, steep, hole, water, temperature, y_above,
stone_depth, noise_threshold, not, vertical_gradient,
above_preliminary_surface).

- worldgen/blockids.go: name(+Properties)→network-ID table for surface
  blocks (grass/sand/terracotta/mycelium/podzol/coarse_dirt/sandstone/
  calcite/snow/ice/...), with snowy property variants.
- worldgen/surface.go: rule-tree parser + interpreter + SurfaceContext;
  LoadOverworldSurfaceRule caches the seed-independent tree.
- loader.go: OverworldDensity.SurfaceRule() exposes the parsed tree.
- biome_lookup.go: BiomeNameAt returns the biome name for biome tests.
- vanilla.go: samples the 2D climate + biome before column fill, threads
  the rule tree and biome name into fillVanillaColumn, and applies it
  top-down with stone as the default for non-matching (deeper) blocks.
  The above_preliminary_surface gate uses an inclusive bound so the top
  solid block reaches the biome dispatch.
- Performance: one per-column RNG and a reused SurfaceContext keep the
  overhead to ~+13ms/chunk (71ms vs 58ms baseline), within the gate.
2026-06-24 19:44:07 +03:00
Master290
d3142e7687 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.
2026-06-24 01:04:01 +03:00
Master290
a7bb9496ae Initial commit: RegionIO Minecraft server core (26.1.2/protocol 775)
Vanilla-faithful overworld generator (final_density + multi-noise biomes),
full connection lifecycle (status/login/configuration/play), chunk streaming,
creative block editing, and the protocol/nbt/registry infrastructure.
2026-06-24 00:32:51 +03:00