Commit graph

6 commits

Author SHA1 Message Date
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