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2 commits

Author SHA1 Message Date
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
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