package world import ( "math" "math/rand" "sync" "regionio/internal/worldgen" ) // Noise cell dimensions for the overworld (size_horizontal=1 → 4 wide, // size_vertical=2 → 8 tall). Only the Interpolated terrain noise is sampled on // the cell-corner grid and trilinearly interpolated (as vanilla's NoiseChunk // does); the rest of final_density — squeeze/min and the caves — is evaluated // per block with those interpolated values substituted in. const ( cellWidth = 4 cellHeight = 8 cellsXZ = 16 / cellWidth // 4 cellsY = WorldHeight / cellHeight // 48 ) type cornerGrid [cellsXZ + 1][cellsY + 1][cellsXZ + 1]float64 // NewVanillaGenerator returns a generator backed by the real overworld // final_density tree for the given seed, plus a simplified cosmetic pass // (beaches and trees) layered on the bit-accurate terrain. func NewVanillaGenerator(seed int64) Generator { od, err := worldgen.LoadOverworldFinalDensity(seed) if err != nil { panic("world: loading overworld density: " + err.Error()) } fluidPicker := worldgen.OverworldFluidPicker(od.SeaLevel) veins := worldgen.NewOreVeinifier(od) return func(cx, cz int32) *Chunk { return generateVanilla(od, fluidPicker, veins, seed, cx, cz) } } func generateVanilla(od *worldgen.OverworldDensity, fluidPicker worldgen.FluidPicker, veins *worldgen.OreVeinifier, seed int64, cx, cz int32) *Chunk { c := NewChunk(cx, cz, BiomePlains) // per-cell biomes override below baseX, baseZ := int(cx)*16, int(cz)*16 grids := make([]cornerGrid, len(od.Interpolated)) var wg sync.WaitGroup for ix := 0; ix <= cellsXZ; ix++ { wg.Add(1) go func(ix int) { defer wg.Done() wx := float64(baseX + ix*cellWidth) for iy := 0; iy <= cellsY; iy++ { wy := float64(MinY + iy*cellHeight) for iz := 0; iz <= cellsXZ; iz++ { ctx := worldgen.FunctionContext{X: wx, Y: wy, Z: float64(baseZ + iz*cellWidth)} for n, node := range od.Interpolated { grids[n][ix][iy][iz] = node.Inner.Compute(ctx) } } } }(ix) } wg.Wait() // Surface biomes and 2D climate are needed before column fill so the surface // rule tree can pick biome-specific blocks. They are also reused by // fillBiomes3D below, so compute them once here. var s2D [16][16]worldgen.Sample2D var biomeName [16][16]string 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) biomeName[lx][lz] = loadBiomeTable().FindBiome( worldgen.NewTargetPoint(s2D[lx][lz].Temperature, s2D[lx][lz].Humidity, s2D[lx][lz].Continentalness, s2D[lx][lz].Erosion, s2D[lx][lz].Weirdness, 0)) } }(lx) } wg.Wait() // The surface rule set is compiled against the world seed at load time. If // it failed to parse, the surface pass falls back to biome-blind heuristics // rather than leaving the terrain bare. surfaceRule, ruleErr := od.SurfaceRule() // The aquifer decides fluid per position while the column is laid down. Its // cell grid spans the chunk plus a margin, so it is built once per chunk and // shared, read-only, by the parallel column fill. var aq *worldgen.Aquifer if od.AquifersEnabled { aq = worldgen.NewAquifer(od, int(cx), int(cz), fluidPicker) } var columns [16][16][WorldHeight]uint16 var surfTop [16][16]int // top solid index, -1 if none var worldSurface [16][16]int // topmost non-air Y, the WORLD_SURFACE_WG heightmap var grass [16][16]bool // grassy land surface (tree-plantable) // Terrain and fluids first, for the whole chunk. The surface pass has to // wait for all of it: the "steep" condition reads the heights of the // column's neighbours, which vanilla takes from the heightmap that doFill // finishes before buildSurface starts. for lx := 0; lx < 16; lx++ { wg.Add(1) go func(lx int) { defer wg.Done() interp := make([]float64, len(od.Interpolated)) for lz := 0; lz < 16; lz++ { surfTop[lx][lz], worldSurface[lx][lz], grass[lx][lz] = fillVanillaColumn(od, aq, fluidPicker, veins, grids, interp, &columns[lx][lz], baseX+lx, baseZ+lz, lx, lz) } }(lx) } wg.Wait() for lx := 0; lx < 16; lx++ { wg.Add(1) go func(lx int) { defer wg.Done() var sctx *worldgen.SurfaceContext if ruleErr == nil { sctx = surfaceRule.NewContext() } for lz := 0; lz < 16; lz++ { if ruleErr == nil { applySurfaceRule(od, surfaceRule, sctx, &columns[lx][lz], baseX+lx, baseZ+lz, lx, lz, &worldSurface, biomeName[lx][lz]) continue } fillLegacySurface(&columns[lx][lz], surfTop[lx][lz], newColumnRand(baseX+lx, baseZ+lz, int(seed))) } }(lx) } wg.Wait() for lx := 0; lx < 16; lx++ { for lz := 0; lz < 16; lz++ { col := &columns[lx][lz] for i := 0; i < WorldHeight; i++ { if s := col[i]; s != StateAir { c.setBlockRaw(lx, MinY+i, lz, s) } } } } fillBiomes3D(c, od, s2D, baseX, baseZ) decorate(c, od, cx, cz, seed, &surfTop, &grass, &biomeName) return c } // fillBiomes3D assigns a per-cell 4×4×4 biome to every section of the chunk. // It receives the precomputed 2D climate grid (s2D, already sampled per column // for the surface pass) and evaluates only the 3D depth axis per cell, keeping // per-cell cost to a single density-function compute. The biome columns are // processed in parallel to keep generation fast. func fillBiomes3D(c *Chunk, od *worldgen.OverworldDensity, s2D [16][16]worldgen.Sample2D, baseX, baseZ int) { var wg sync.WaitGroup // 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 // index and whether the surface is grassy land (suitable for trees). // // The order matches vanilla: the density pass decides stone-or-not, the aquifer // turns every non-stone position into air, water or lava (and can also seal a // position back to stone where the barrier noise says the rock holds), and only // then does the surface rule tree walk the finished column. Doing it the other // way round is what forced the old unconditional "flood everything under sea // level" pass, which left every cave below y=63 underwater. func fillVanillaColumn(od *worldgen.OverworldDensity, aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, veins *worldgen.OreVeinifier, grids []cornerGrid, interp []float64, out *[WorldHeight]uint16, wx, wz, lx, lz int) (top, worldSurface int, grass bool) { cx0 := lx / cellWidth cz0 := lz / cellWidth fx := float64(lx%cellWidth) / cellWidth fz := float64(lz%cellWidth) / cellWidth top, worldSurface = -1, MinY-1 for i := 0; i < WorldHeight; i++ { cy0 := i / cellHeight fy := float64(i%cellHeight) / cellHeight for n := range grids { interp[n] = trilerp(&grids[n], cx0, cy0, cz0, fx, fy, fz) } y := MinY + i ctx := worldgen.FunctionContext{X: float64(wx), Y: float64(y), Z: float64(wz)}.WithInterp(interp) density := od.Final.Compute(ctx) state, solid := substance(aq, fluidPicker, veins, ctx, wx, y, wz, density) out[i] = state if solid { top = i } if state != StateAir { worldSurface = y } } topY := MinY + top // Beach: a narrow band straddling the waterline. Dry columns well above sea // level stay grass; deep water floors become gravel, not sand. const beachBand = 3 beach := top >= 0 && topY >= SeaLevel-beachBand && topY <= SeaLevel+1 deepWater := top >= 0 && topY < SeaLevel-beachBand return top, worldSurface, top >= 0 && !beach && !deepWater && topY >= SeaLevel } // steepAt is SurfaceRules.SteepMaterialCondition: true where the column's // neighbours inside the chunk differ in height by four blocks or more. The // neighbour indices are clamped to the chunk, as vanilla's are — the condition // deliberately does not look at the chunk next door. func steepAt(worldSurface *[16][16]int, lx, lz int) bool { north := max(lz-1, 0) south := min(lz+1, 15) if worldSurface[lx][south] >= worldSurface[lx][north]+4 { return true } west := max(lx-1, 0) east := min(lx+1, 15) return worldSurface[west][lz] >= worldSurface[east][lz]+4 } // substance resolves one position to the block the terrain pass leaves behind, // mirroring vanilla's MaterialRuleList: the aquifer answers first and, where it // says the position is solid rock, the ore veinifier gets a turn before the // default block is used. The second result says whether the position ended up // solid, so the caller can track the top solid block without re-testing. func substance(aq *worldgen.Aquifer, fluidPicker worldgen.FluidPicker, veins *worldgen.OreVeinifier, ctx worldgen.FunctionContext, x, y, z int, density float64) (state uint16, solid bool) { if aq == nil { // aquifers_enabled=false: Aquifer.createDisabled, the global fluid rule // with no cells and no barriers. if density > 0 { return veinOrDefault(veins, ctx, x, y, z), true } return fluidPicker(x, y, z).At(y), false } if s, ok := aq.ComputeSubstance(x, y, z, density); ok { return s, false } return veinOrDefault(veins, ctx, x, y, z), true } // veinOrDefault is the tail of the rule list: an ore vein if one reaches here, // otherwise the settings' default block. func veinOrDefault(veins *worldgen.OreVeinifier, ctx worldgen.FunctionContext, x, y, z int) uint16 { if veins != nil { if s, ok := veins.Calculate(ctx, x, y, z); ok { return s } } return StateStone } // applySurfaceRule walks the finished column from the top down, applying the // rule tree to every default-block position, and mirrors SurfaceSystem's // bookkeeping as it goes: // // - air resets both the stone depth and the water height; // - a fluid records the height of the first (topmost) block of its run; // - stone carries a depth counted down from the top of its run, and a depth // counted up from the bottom, found by looking ahead to the next non-stone // block below. // // The rule only replaces the default block, so anything the aquifer placed — // water in an ocean, lava in a deep pocket — survives untouched. // // One *rand.Rand is created per column (not per block) — bandlands/gradient // consume from it sequentially, which is correct because vanilla seeds those // per-column too. This avoids ~98k rand.New allocations per chunk. func applySurfaceRule(od *worldgen.OverworldDensity, rules *worldgen.SurfaceRuleSet, sctx *worldgen.SurfaceContext, out *[WorldHeight]uint16, wx, wz, lx, lz int, worldSurface *[16][16]int, biomeName string) { top := -1 for i := WorldHeight - 1; i >= 0; i-- { if out[i] != StateAir { top = i break } } if top < 0 { return } // Column-constant surface quantities, refreshed once per column exactly as // SurfaceRules.Context.updateXZ does. The context itself is reused across // the whole 16-column strip to avoid ~98k allocations per chunk; the fields // that vary per block are set inside the loop below. rules.BeginColumn(sctx, wx, wz) surfaceDepth := od.Surface.SurfaceDepth(wx, wz) sctx.SeaLevel = SeaLevel sctx.BiomeName = biomeName sctx.MinY = MinY sctx.SurfaceSecondary = od.Surface.SurfaceSecondary(wx, wz) sctx.SurfaceDepth = surfaceDepth sctx.MinSurfaceLevel = od.MinSurfaceLevelAt(wx, wz, surfaceDepth) sctx.Steep = steepAt(worldSurface, lx, lz) minY := MinY stoneDepthAbove := 0 waterHeight := worldgen.NoWaterAbove nextCeilingStoneY := math.MaxInt for i := top; i >= 0; i-- { y := minY + i old := out[i] if old == StateAir { stoneDepthAbove = 0 waterHeight = worldgen.NoWaterAbove continue } if isFluidState(old) { if waterHeight == worldgen.NoWaterAbove { waterHeight = y + 1 } continue } if nextCeilingStoneY >= y { // Look ahead to the first non-stone block below; the scan runs one // past the world floor, which reads as air, so it always terminates. nextCeilingStoneY = worldgen.WayBelowMinY for j := i - 1; j >= -1; j-- { if j >= 0 && isStoneState(out[j]) { continue } nextCeilingStoneY = minY + j + 1 break } } stoneDepthAbove++ sctx.Y = y sctx.StoneDepthAbove = stoneDepthAbove sctx.StoneDepthBelow = y - nextCeilingStoneY + 1 sctx.WaterHeight = waterHeight if old != StateStone { continue } // A matched rule places its block even when that block is air: the // frozen-ocean surface deliberately carves one away. Only "no rule // matched" leaves the default block alone. if state, ok := rules.Apply(sctx); ok { out[i] = state } } } // isFluidState reports whether a raw terrain block is a fluid (SurfaceSystem // branches on getFluidState().isEmpty()). Only the aquifer's own fluids can // appear here, since the rule pass runs before decoration. func isFluidState(s uint16) bool { return s == StateWater || s == StateLava } // isStoneState is SurfaceSystem.isStone: solid, non-fluid, non-air. func isStoneState(s uint16) bool { return s != StateAir && !isFluidState(s) } // fillLegacySurface is the biome-blind heuristic used when no surface rule set // is available (parse failure). It dresses the stone the terrain and aquifer // passes already laid down, leaving their air and fluids alone. func fillLegacySurface(out *[WorldHeight]uint16, top int, rng chunkRand) { const beachBand = 3 topY := MinY + top beach := top >= 0 && topY >= SeaLevel-beachBand && topY <= SeaLevel+1 deepWater := top >= 0 && topY < SeaLevel-beachBand for i := 0; i < WorldHeight; i++ { y := MinY + i if !isStoneState(out[i]) { continue } switch { case y <= MinY: out[i] = StateBedrock case y <= MinY+4 && bedrockAt(&rng, y-MinY): out[i] = StateBedrock case beach && i > top-4: out[i] = StateSand case deepWater && i == top: out[i] = StateGravel case i == top && y >= SeaLevel: out[i] = StateGrass case i > top-4: out[i] = StateDirt } } } // bedrockAt reports whether the block d layers above the world floor should be // bedrock, consuming one draw from rng. It mirrors the datapack's // vertical_gradient(minecraft:bedrock_floor, above_bottom 0 → above_bottom 5): // the probability ramps linearly from 1 at the floor to 0 five blocks up, and // vanilla tests nextFloat() < probability. // // rng is a pointer so successive layers draw successive values. Taking it by // value handed every layer the same number, which nested the layers into a // prefix condition instead of scattering them. The ramp also used to run the // wrong way — bedrock was likelier four blocks up than at the floor. // // Only fillLegacySurface calls this; the normal path lets the surface rule tree // place the floor from the same datapack rule. func bedrockAt(rng *chunkRand, d int) bool { if d <= 0 { return true } if d >= 5 { return false } return rng.nextFloat() < 1.0-float64(d)/5.0 } // decorate places simple oak trees on grassy columns. Trunks are kept two // blocks inside the chunk so the radius-2 canopy never crosses into a neighbour // (avoiding cross-chunk coordination); placement is deterministic per chunk. func decorate(c *Chunk, od *worldgen.OverworldDensity, cx, cz int32, seed int64, surfTop *[16][16]int, grass *[16][16]bool, biomeName *[16][16]string) { r := newChunkRand(cx, cz, seed) placeOres(c, &r) placeFlora(c, &r, surfTop, grass, biomeName) placeDesertFeatures(c, &r, surfTop, biomeName) placeRocks(c, &r, surfTop, grass, biomeName) const attempts = 8 for a := 0; a < attempts; a++ { lx := 2 + int(r.next()%12) lz := 2 + int(r.next()%12) if !grass[lx][lz] { continue } baseY := MinY + surfTop[lx][lz] + 1 placeOak(c, lx, baseY, lz, &r) } // Place large structures like villages and strongholds worldgen.PlaceStructures(c, od, cx, cz, seed, surfTop, biomeName) } func placeOak(c *Chunk, lx, baseY, lz int, r *chunkRand) { h := 4 + int(r.next()%3) // trunk height 4..6 for i := 0; i < h; i++ { c.SetBlock(lx, baseY+i, lz, StateOakLog) } topY := baseY + h - 1 // Canopy: two wide layers around the top, then two narrow layers above. layers := []struct { dy, radius int }{{-1, 2}, {0, 2}, {1, 1}, {2, 1}} for _, ly := range layers { y := topY + ly.dy for dx := -ly.radius; dx <= ly.radius; dx++ { for dz := -ly.radius; dz <= ly.radius; dz++ { if ly.radius == 2 && abs(dx) == 2 && abs(dz) == 2 { continue // trim the far corners for a rounder shape } if c.GetBlock(lx+dx, y, lz+dz) == StateAir { c.SetBlock(lx+dx, y, lz+dz, StateOakLeaf) } } } } } func abs(v int) int { if v < 0 { return -v } return v } // chunkRand is a tiny deterministic PRNG (SplitMix64) seeded per chunk. type chunkRand struct{ s uint64 } func newChunkRand(cx, cz int32, seed int64) chunkRand { h := uint64(seed) h ^= uint64(uint32(cx)) * 0x9E3779B97F4A7C15 h ^= uint64(uint32(cz)) * 0xC2B2AE3D27D4EB4F return chunkRand{s: h | 1} } // newColumnRand seeds a deterministic PRNG from a column's world coordinates so // each (x,z) gets a stable but independent stream (used for the random bedrock // layer). Mixing in the world seed keeps worlds with the same terrain shape but // different seeds distinct at the floor. func newColumnRand(wx, wz, seed int) chunkRand { h := uint64(seed) h ^= uint64(uint32(wx)) * 0x9E3779B97F4A7C15 h ^= uint64(uint32(wz)) * 0xC2B2AE3D27D4EB4F return chunkRand{s: h | 1} } func (r *chunkRand) next() uint32 { r.s += 0x9E3779B97F4A7C15 z := r.s z = (z ^ (z >> 30)) * 0xBF58476D1CE4E5B9 z = (z ^ (z >> 27)) * 0x94D049BB133111EB z = z ^ (z >> 31) return uint32(z >> 32) } func (r *chunkRand) nextFloat() float64 { return float64(r.next()) / float64(1<<32) } // toRand returns a *rand.Rand seeded from this column's state, for surface // rules (vertical_gradient/bandlands) that consume a stdlib-style RNG. It draws // once to advance state so repeated calls differ within a column. func (r *chunkRand) toRand() *rand.Rand { return rand.New(rand.NewSource(int64(r.next()))) } func trilerp(c *cornerGrid, x0, y0, z0 int, fx, fy, fz float64) float64 { x1, y1, z1 := x0+1, y0+1, z0+1 c00 := lerpf(fx, c[x0][y0][z0], c[x1][y0][z0]) c10 := lerpf(fx, c[x0][y1][z0], c[x1][y1][z0]) c01 := lerpf(fx, c[x0][y0][z1], c[x1][y0][z1]) c11 := lerpf(fx, c[x0][y1][z1], c[x1][y1][z1]) return lerpf(fz, lerpf(fy, c00, c10), lerpf(fy, c01, c11)) } func lerpf(t, a, b float64) float64 { return a + t*(b-a) }