RegionIO/internal/worldgen/loader.go
Master290 0f76058db6 Ore veins from the noise router
The router has carried vein_toggle, vein_ridged and vein_gap since the whole of
it was parsed, and nothing read them. So the copper and iron mega-veins -- the
long branching sheets that run through the deepslate and the copper band, not
the small scattered ore blobs -- did not exist.

OreVeinifier is not a decoration feature. It is the second entry of the same
MaterialRuleList the aquifer heads: the aquifer answers first, and only where it
says the position is solid rock does the veinifier get a turn at what would
otherwise be plain stone. That is why a vein never opens into a cave, and it is
why this lands in the density pass rather than in decorate.

Three random draws per position, in a fixed order, from a factory hashed off
"minecraft:ore": solidness, then richness, then the rare raw-ore block.
Reordering them or hoisting the vein_gap compute above the second draw would
change every vein in the world, so the code follows the bytecode's order rather
than the one that reads better.

The Y windows are the sharp edge worth knowing about: a vein's type comes from
the sign of the veininess noise, but its window comes from the type, so
veininess <= 0 anywhere outside -60..-8 is simply not a vein. Over 49 sampled
chunks copper lands in 0..49 and iron in -57..-8, and raw ore comes out at 1.9%
of ore blocks against vanilla's 2%.
2026-07-27 03:48:48 +03:00

466 lines
14 KiB
Go

package worldgen
import (
"embed"
"encoding/json"
"fmt"
"strings"
)
//go:embed data
var dataFS embed.FS
// Loader parses the embedded datapack density-function tree into evaluatable
// nodes, seeding noises through a RandomState. Shared sub-functions are cached
// by name so the DAG is built once.
type Loader struct {
rs *RandomState
dfCache map[string]DensityFunction
interpolated []*Interpolated
bands *clayBands
}
// OverworldDensity is the parsed final_density plus the set of Interpolated
// nodes that the generator samples on the cell grid.
type OverworldDensity struct {
Final DensityFunction
Interpolated []*Interpolated
// Climate parameters sampled by the biome finder. Read from the same
// noise_router as final_density. The router keys map to climate axes:
// temperature→Temperature, vegetation→Humidity, continents→Continentalness,
// erosion→Erosion, ridges→Weirdness, depth→Depth.
Temperature, Humidity, Continentalness, Erosion, Weirdness, Depth DensityFunction
// Aquifer inputs (NoiseRouter.barrierNoise and friends). Barrier is the
// pressure noise that seals an aquifer off from the surrounding stone;
// FluidLevelFloodedness and FluidLevelSpread decide whether a cell holds
// fluid and at what level; Lava turns deep aquifers into lava.
Barrier, FluidLevelFloodedness, FluidLevelSpread, Lava DensityFunction
// Ore-vein inputs (unused until the OreVeinifier lands, but parsed here so
// the whole router is wired in one place).
VeinToggle, VeinRidged, VeinGap DensityFunction
// PreliminarySurfaceLevel is the cheap surface estimate used by the aquifer
// and by the above_preliminary_surface surface-rule condition. Read it
// through PreliminarySurfaceLevelAt, which quart-aligns and memoises.
PreliminarySurfaceLevel DensityFunction
// Settings read from the same noise settings file.
SeaLevel int
MinY int
Height int
AquifersEnabled bool
OreVeinsEnabled bool
// AquiferRandom places the aquifer cell centres; OreRandom rolls the
// per-position ore-vein draws.
AquiferRandom PositionalRandomFactory
OreRandom PositionalRandomFactory
// Surface samples the noises SurfaceSystem reads per column, before the
// rule tree runs.
Surface *SurfaceSampler
surfaceRule *SurfaceRuleSet
surfaceRuleErr error
prelim *levelCache
}
// SurfaceRule returns the overworld surface rule set, compiled against this
// world's seed. A nil rule set (on error) is non-fatal: the generator falls
// back to its biome-blind surface heuristics.
func (od *OverworldDensity) SurfaceRule() (*SurfaceRuleSet, error) {
return od.surfaceRule, od.surfaceRuleErr
}
// LoadOverworldFinalDensity builds the overworld final_density function for the
// given world seed.
func LoadOverworldFinalDensity(seed int64) (*OverworldDensity, error) {
l := &Loader{rs: NewRandomState(seed), dfCache: make(map[string]DensityFunction)}
var settings struct {
NoiseRouter map[string]json.RawMessage `json:"noise_router"`
SeaLevel int `json:"sea_level"`
Noise struct {
MinY int `json:"min_y"`
Height int `json:"height"`
} `json:"noise"`
AquifersEnabled bool `json:"aquifers_enabled"`
OreVeinsEnabled bool `json:"ore_veins_enabled"`
}
if err := l.readJSON("data/overworld.json", &settings); err != nil {
return nil, err
}
var node any
if err := json.Unmarshal(settings.NoiseRouter["final_density"], &node); err != nil {
return nil, err
}
final, err := l.parseNode(node)
if err != nil {
return nil, err
}
od := &OverworldDensity{
Final: final,
SeaLevel: settings.SeaLevel,
MinY: settings.Noise.MinY,
Height: settings.Noise.Height,
AquifersEnabled: settings.AquifersEnabled,
OreVeinsEnabled: settings.OreVeinsEnabled,
AquiferRandom: l.rs.AquiferRandom(),
OreRandom: l.rs.OreRandom(),
prelim: newLevelCache(),
}
// Parse the remaining router keys. Each resolves to a density function via
// the same parseNode/loadRef machinery as final_density. A missing key is
// not fatal — the field stays nil and its consumer treats it as absent —
// but a parse error is.
//
// The climate keys feed the biome finder (temperature→Temperature,
// vegetation→Humidity, continents→Continentalness, erosion→Erosion,
// ridges→Weirdness, depth→Depth); the rest feed the aquifer, the ore veins
// and the preliminary surface estimate.
//
// The order is fixed rather than a map range: parsing assigns Interpolated
// node indices in encounter order, and those indices address the cell-corner
// grids the generator fills.
routerKeys := []struct {
key string
dst *DensityFunction
}{
{"temperature", &od.Temperature},
{"vegetation", &od.Humidity},
{"continents", &od.Continentalness},
{"erosion", &od.Erosion},
{"ridges", &od.Weirdness},
{"depth", &od.Depth},
{"barrier", &od.Barrier},
{"fluid_level_floodedness", &od.FluidLevelFloodedness},
{"fluid_level_spread", &od.FluidLevelSpread},
{"lava", &od.Lava},
{"vein_toggle", &od.VeinToggle},
{"vein_ridged", &od.VeinRidged},
{"vein_gap", &od.VeinGap},
{"preliminary_surface_level", &od.PreliminarySurfaceLevel},
}
for _, rk := range routerKeys {
raw, ok := settings.NoiseRouter[rk.key]
if !ok {
continue
}
var cn any
if err := json.Unmarshal(raw, &cn); err != nil {
return nil, fmt.Errorf("parse router key %q: %w", rk.key, err)
}
df, err := l.parseNode(cn)
if err != nil {
return nil, fmt.Errorf("router key %q: %w", rk.key, err)
}
*rk.dst = df
}
// Interpolated nodes are collected as the whole router is parsed, so the
// list has to be taken after the loop, not just after final_density.
od.Interpolated = l.interpolated
// SurfaceSystem's own noises. They are not router keys: vanilla pulls them
// straight out of the noise registry when it builds the SurfaceSystem.
surfaceNoise, err := l.noiseField("minecraft:surface")
if err != nil {
return nil, fmt.Errorf("surface noise: %w", err)
}
secondaryNoise, err := l.noiseField("minecraft:surface_secondary")
if err != nil {
return nil, fmt.Errorf("surface_secondary noise: %w", err)
}
od.Surface = &SurfaceSampler{
surfaceNoise: surfaceNoise,
secondaryNoise: secondaryNoise,
positionalRand: l.rs.Positional(),
}
// The rule tree is seed-bound: its noise_threshold conditions sample seeded
// noises and its vertical_gradient rolls against a seeded positional
// factory. A failure here is reported but not fatal — the generator keeps
// going on the fallback heuristics rather than refusing to start.
od.surfaceRule, od.surfaceRuleErr = l.loadSurfaceRuleSet(od.MinY, od.Height)
return od, nil
}
func (l *Loader) readJSON(path string, v any) error {
b, err := dataFS.ReadFile(path)
if err != nil {
return fmt.Errorf("read %s: %w", path, err)
}
return json.Unmarshal(b, v)
}
// parseNode builds a density function from a decoded JSON value: a number is a
// constant, a string is a reference to another density-function file, and an
// object is a typed node.
func (l *Loader) parseNode(v any) (DensityFunction, error) {
switch t := v.(type) {
case float64:
return Constant(t), nil
case string:
return l.loadRef(t)
case map[string]any:
return l.parseObject(t)
default:
return nil, fmt.Errorf("unexpected density-function node %T", v)
}
}
// loadRef loads and caches a density function referenced by resource location.
func (l *Loader) loadRef(name string) (DensityFunction, error) {
if df, ok := l.dfCache[name]; ok {
return df, nil
}
path := "data/density_function/" + strings.TrimPrefix(name, "minecraft:") + ".json"
var node any
if err := l.readJSON(path, &node); err != nil {
return nil, err
}
df, err := l.parseNode(node)
if err != nil {
return nil, fmt.Errorf("in %s: %w", name, err)
}
l.dfCache[name] = df
return df, nil
}
func (l *Loader) parseObject(m map[string]any) (DensityFunction, error) {
typ, _ := m["type"].(string)
arg := func(k string) (DensityFunction, error) { return l.parseNode(m[k]) }
num := func(k string) float64 { f, _ := m[k].(float64); return f }
switch strings.TrimPrefix(typ, "minecraft:") {
case "add", "mul", "min", "max":
a, err := arg("argument1")
if err != nil {
return nil, err
}
b, err := arg("argument2")
if err != nil {
return nil, err
}
switch typ[10:] {
case "add":
return Add(a, b), nil
case "mul":
return Mul(a, b), nil
case "min":
return Min(a, b), nil
default:
return Max(a, b), nil
}
case "abs", "square", "cube", "half_negative", "quarter_negative", "invert", "squeeze":
a, err := arg("argument")
if err != nil {
return nil, err
}
return unaryByName(strings.TrimPrefix(typ, "minecraft:"), a), nil
case "clamp":
a, err := arg("input")
if err != nil {
return nil, err
}
return Clamp(a, num("min"), num("max")), nil
case "range_choice":
in, err := arg("input")
if err != nil {
return nil, err
}
whenIn, err := arg("when_in_range")
if err != nil {
return nil, err
}
whenOut, err := arg("when_out_of_range")
if err != nil {
return nil, err
}
return RangeChoice{in, num("min_inclusive"), num("max_exclusive"), whenIn, whenOut}, nil
case "y_clamped_gradient":
return YClampedGradient{num("from_y"), num("to_y"), num("from_value"), num("to_value")}, nil
case "noise":
n, err := l.noiseField(m["noise"])
if err != nil {
return nil, err
}
return NoiseDF{Noise: n, XZScale: num("xz_scale"), YScale: num("y_scale")}, nil
case "shifted_noise":
sx, err := arg("shift_x")
if err != nil {
return nil, err
}
sy, err := arg("shift_y")
if err != nil {
return nil, err
}
sz, err := arg("shift_z")
if err != nil {
return nil, err
}
n, err := l.noiseField(m["noise"])
if err != nil {
return nil, err
}
return ShiftedNoise{sx, sy, sz, num("xz_scale"), num("y_scale"), n}, nil
case "shift_a", "shift_b":
n, err := l.noiseField(m["argument"])
if err != nil {
return nil, err
}
if typ[10:] == "shift_a" {
return ShiftA{n}, nil
}
return ShiftB{n}, nil
case "old_blended_noise":
return l.rs.BlendedNoise(num("xz_scale"), num("y_scale"), num("xz_factor"), num("y_factor"), num("smear_scale_multiplier")), nil
case "weird_scaled_sampler":
in, err := arg("input")
if err != nil {
return nil, err
}
n, err := l.noiseField(m["noise"])
if err != nil {
return nil, err
}
rarity := SpaghettiRarity3D
if s, _ := m["rarity_value_mapper"].(string); s == "type_2" {
rarity = SpaghettiRarity2D
}
return WeirdScaledSampler{in, n, rarity}, nil
case "find_top_surface":
density, err := arg("density")
if err != nil {
return nil, err
}
upper, err := arg("upper_bound")
if err != nil {
return nil, err
}
cellHeight := int(num("cell_height"))
if cellHeight <= 0 {
return nil, fmt.Errorf("find_top_surface: cell_height must be positive, got %d", cellHeight)
}
return FindTopSurface{
Density: density,
UpperBound: upper,
LowerBound: int(num("lower_bound")),
CellHeight: cellHeight,
}, nil
case "spline":
return l.parseSpline(m["spline"])
case "blend_alpha":
return Constant(1.0), nil // no blending: alpha = 1
case "blend_offset":
return Constant(0.0), nil // no blending: offset = 0
case "interpolated":
inner, err := arg("argument")
if err != nil {
return nil, err
}
n := &Interpolated{Inner: inner, Index: len(l.interpolated)}
l.interpolated = append(l.interpolated, n)
return n, nil
case "blend_density", "flat_cache", "cache_2d", "cache_once", "cache_all_in_cell":
// 2D caches and blend wrappers are value-preserving for per-point
// evaluation (recomputed rather than cached); only the 3D interpolated
// marker changes the result and is handled above.
return arg("argument")
default:
return nil, fmt.Errorf("unsupported density-function type %q", typ)
}
}
func unaryByName(name string, a DensityFunction) DensityFunction {
switch name {
case "abs":
return Abs(a)
case "square":
return Square(a)
case "cube":
return Cube(a)
case "half_negative":
return HalfNegative(a)
case "quarter_negative":
return QuarterNegative(a)
case "invert":
return Invert(a)
default: // squeeze
return Squeeze(a)
}
}
// noiseField resolves a noise reference (a "minecraft:<name>" key, or an object
// with a "noise" key) to a seeded NormalNoise.
func (l *Loader) noiseField(v any) (*NormalNoise, error) {
var key string
switch t := v.(type) {
case string:
key = t
case map[string]any:
key, _ = t["noise"].(string)
}
if key == "" {
return nil, fmt.Errorf("missing noise reference")
}
var params struct {
FirstOctave int `json:"firstOctave"`
Amplitudes []float64 `json:"amplitudes"`
}
path := "data/noise/" + strings.TrimPrefix(key, "minecraft:") + ".json"
if err := l.readJSON(path, &params); err != nil {
return nil, err
}
return l.rs.Noise(key, params.FirstOctave, params.Amplitudes), nil
}
func (l *Loader) parseSpline(v any) (DensityFunction, error) {
m, ok := v.(map[string]any)
if !ok {
return nil, fmt.Errorf("spline is not an object")
}
coord, err := l.parseNode(m["coordinate"])
if err != nil {
return nil, err
}
pts, _ := m["points"].([]any)
s := &CubicSpline{coordinate: coord}
for _, p := range pts {
pm := p.(map[string]any)
loc, _ := pm["location"].(float64)
der, _ := pm["derivative"].(float64)
val, err := l.parseSplineValue(pm["value"])
if err != nil {
return nil, err
}
s.locations = append(s.locations, float32(loc))
s.derivatives = append(s.derivatives, float32(der))
s.values = append(s.values, val)
}
return s, nil
}
// parseSplineValue handles a spline point's value: a number (constant), a raw
// nested spline (object with "coordinate"), or a density-function node.
func (l *Loader) parseSplineValue(v any) (DensityFunction, error) {
if m, ok := v.(map[string]any); ok {
if _, hasCoord := m["coordinate"]; hasCoord {
return l.parseSpline(m)
}
}
return l.parseNode(v)
}
// clayBands builds the world's badlands band table on first use. It is seeded
// from the root positional factory hashed by name, as SurfaceSystem does.
func (l *Loader) clayBands() (*clayBands, error) {
if l.bands != nil {
return l.bands, nil
}
offset, err := l.noiseField("minecraft:clay_bands_offset")
if err != nil {
return nil, fmt.Errorf("clay_bands_offset noise: %w", err)
}
l.bands = newClayBands(l.rs.Positional().FromHashOf("minecraft:clay_bands"), offset)
return l.bands, nil
}