RegionIO/internal/worldgen/STRUCTURE_NOTES.md
Daniar Mannanov 264292d192 docs: ocean ruin ground truth from the (7,5) capture
The grid's ocean_ruins claim at chunk (7,5) matches a fresh vanilla
capture: one cold small brick_2 piece, COUNTERCLOCKWISE_90, template
position (112,50,80), integrity 0.8. Notes record the addPieces draw
order, the template arrays, and the two open mechanics for the port
(piece descent from y=90 to the ocean floor, integrity draw order).
2026-08-26 16:33:07 +03:00

12 KiB

Structure port notes — ground truth from the 26.1.2 jar

Everything below was read out of versions/26.1.2/server-26.1.2.jar with javap. It is the working map for porting structure piece generation; treat it as reference, not as finished code.

Placement grid (implemented, see worldgen/structures.go)

RandomSpreadStructurePlacement.getPotentialStructureChunk:

regionX = floorDiv(chunkX, spacing)
regionZ = floorDiv(chunkZ, spacing)
r = WorldgenRandom(LegacyRandomSource(0))
r.setLargeFeatureWithSalt(seed, regionX, regionZ, salt)
span = spacing - separation
offsetX = spread.evaluate(r, span)
offsetZ = spread.evaluate(r, span)
chunk = (regionX*spacing + offsetX, regionZ*spacing + offsetZ)

RandomSpreadType.evaluate: linear -> nextInt(span); triangular -> (nextInt(span)+nextInt(span))/2.

setLargeFeatureWithSalt(seed, x, z, salt): seed' = x341873128712 + z132897987541 + seed + salt, setSeed, zero draws.

applyAdditionalChunkRestrictions runs only when frequency < 1.0f and calls the configured reducer shouldGenerate(seed, salt, x, z, frequency):

  • default / probabilityReducer: setLargeFeatureWithSalt(seed, x, z, salt); nextFloat() < frequency.
  • legacy_type_1 / legacyPillagerOutpostReducer: regionX=x>>4, regionZ=z>>4; setSeed((long)(regionX ^ (regionZ<<4)) ^ seed); nextInt() discarded once; return nextInt((int)(1.0f/frequency)) == 0. For 0.2f the bound computes to 4.
  • legacy_type_2 / legacyArbitrarySaltProbabilityReducer: setLargeFeatureWithSalt(seed, x, z, 10387320) — the set's own salt is ignored; nextFloat() < frequency. Buried treasure uses this with 0.01.
  • legacy_type_3 / legacyProbabilityReducerWithDouble: setLargeFeatureSeed(seed, x, z) (the two-long XOR mix, no salt); nextDouble() < (double)frequency. Mineshafts use this with 0.004.

Verified against the fixture on seed 12345: ruined_portals claims exactly chunk (1,0), where the capture carries the portal's obsidian/gold/crying obsidian; mineshaft starts land at (-4,1), (-3,10), (4,-1), consistent with the deep oak-plank cells crossing chunks (0,0)/(1,0).

Not wired yet: concentric_rings (strongholds only).

Ruined portal (decoded, not yet ported)

Seeding chain (ChunkGenerator.createStructures / lambda$createStructures$0)

Per set per chunk, in order:

  1. Skip if any structure of the set already has a valid start here.
  2. placement.isStructureChunk(state, x, z) must hold (the grid above).
  3. Single-entry sets go straight to tryGenerateStructure with zero draws.
  4. Multi-entry sets: random = WorldgenRandom(Legacy(0)); random.setLargeFeatureSeed(levelSeed, chunkX, chunkPos.z) (the two-long XOR mix) drives ONLY the weighted picks; then loop:
    • pick = random.nextInt(totalWeight over remaining entries)
    • walk entries subtracting weight; first negative wins;
    • tryGenerateStructure it; on success stop, else REMOVE the entry, total -= its weight, and repeat without reseeding the pick stream.
  5. tryGenerateStructure -> Structure.generate builds a GenerationContext whose random comes from GenerationContext.makeRandom(seed, chunkPos): new WorldgenRandom(new LegacyRandomSource(0)) + setLargeFeatureSeed(seed, chunkX, chunkZ). Every attempt therefore starts from an identically seeded FRESH stream — attempts do NOT continue each other's streams.
  6. Structure.findValidGenerationPoint runs findGenerationPoint first and filters by isValidBiome AFTERWARDS: the 3D noise biome at the stub position (quart-snapped coordinates) against the structure's biome set.

Port status: the whole chain above plus findSuitableY live in world/ruined_portal.go, but nothing accepts in the ±3-chunk window around the fixture's portal yet — every variant lands on ocean or lush-caves biomes at its stub while vanilla accepted one here. Open leads, in order of suspicion: (a) our 3D biome sampling off the fixture's 4x4x4 lattice may diverge from vanilla's Climate sampler at arbitrary quart positions; (b) getBaseHeight semantics on water columns; (c) the settle-scan corner sampling. A Java probe dumping vanilla's own stub for seed 12345 chunk (1,0) would settle it decisively.

findGenerationPoint, in draw order

  1. Setup selection — skipped entirely (zero draws) when setups.size() <= 1; otherwise sum weights, one nextFloat(), walk setups subtracting weight/total, take the first that leaves the accumulator negative.
  2. properties.airPocket = sample(nextFloat vs setup.airPocketProbability), where sample returns false at p==0, true at p==1, else nextFloat() < p.
  3. Template: nextFloat() < 0.05 picks giant_portal_{1..3}, otherwise portal_{1..10} (both arrays exactly these names, one nextInt(len)).
  4. Rotation = Util.getRandom(Rotation.values(), random) -> one nextInt(4) over [none, clockwise_90, clockwise_180, counterclockwise_90].
  5. Mirror: nextFloat() < 0.5 -> none, else front_back.
  6. pivot = (size.x/2, 0, size.z/2) (Java truncating division).
  7. box = template.getBoundingBox(chunkOriginBlockPos, rotation, pivot, mirror).
  8. surfaceY = getBaseHeight(box.center.x, box.center.z, getHeightMapType(setup.placement)) - 1, where the type is OCEAN_FLOOR_WG for on_ocean_floor and WORLD_SURFACE_WG otherwise.
  9. y = findSuitableY(...) below.
  10. Stub position = (chunkOriginX, y, chunkOriginZ). The piece consumer sets properties.cold = setup.canBeCold && biomeAt(quart pos).coldEnoughToSnow(pos, seaLevel), then adds one RuinedPortalPiece(templateManager, pos, placement, properties, templateId, template, rotation, mirror, pivot).

findSuitableY(random, generator, placement, airPocket, surfaceY, ySpan, box, accessor, randomState):

minCut = accessor.minY + 15
switch placement:
  in_nether:
    airPocket ? y = randomBetweenInclusive(32, 100)
              : nextFloat() < 0.5 ? randomBetweenInclusive(27, 29)
                                  : randomBetweenInclusive(29, 100)
  in_mountain:   y = getRandomWithinInterval(70, surfaceY - ySpan)
  underground:   y = getRandomWithinInterval(minCut, surfaceY - ySpan)
  partly_buried: y = surfaceY + randomBetweenInclusive(2, 8)
  default:       y = surfaceY            (on_land_surface, on_ocean_floor)
// settle: sample the four CORNER columns of the box as raw base columns
corners = [(minX,minZ),(maxX,minZ),(minX,maxZ),(maxX,maxZ)] as NoiseColumn
type = on_ocean_floor ? OCEAN_FLOOR_WG : WORLD_SURFACE_WG (isOpaque test)
while y > minCut:
    opaque = 0
    for column in corners:
        if type.isOpaque(column.getBlock(y)):
            opaque++
            if opaque == 3: return y          // stops inside the scan
    y--
return y

getRandomWithinInterval(r, a, b): a >= b ? b : randomBetweenInclusive(a, b). randomBetweenInclusive(r, lo, hi) = lo + nextInt(hi - lo + 1).

Remaining to read before coding the piece: RuinedPortalPiece.postProcess (decoded below), StructureTemplate.getBoundingBox is min/max of transformed positions, and placeInWorld writes non-air blocks first, air last.

RuinedPortalPiece.postProcess, in order

  1. box = template bounding box under the piece settings; skip when the chunk box does not contain box.center; encapsulate otherwise.
  2. TemplateStructurePiece.postProcess = template.placeInWorld with the settings below (block entities become markers only).
  3. spreadNetherrack(random, level).
  4. addNetherrackDripColumnsBelowPortal(random, level).
  5. If properties.vines || properties.overgrown: for every position of the bounding box (betweenClosedStream order): vines -> maybeAddVines, overgrown -> maybeAddLeavesAbove.

makeSettings(mirror, rotation, placement, pos, properties):

  • ignore processor: airPocket ? STRUCTURE_BLOCK : STRUCTURE_AND_AIR — without an air pocket template AIR cells are skipped entirely.
  • RuleProcessor rules, first match wins, each test draws from the block's own positional Legacy stream (RandomSource.create(Mth.getSeed(x,y,z)), NOT the shared random):
    1. gold_block -> air with probability 0.3 (RandomBlockMatchTest: state matches && nextFloat() < p)
    2. lava rule: on_ocean_floor -> lava->magma always; cold -> lava->netherrack always; otherwise lava->magma at 0.2
    3. if !cold: netherrack -> magma at 0.07
  • BlockAgeProcessor(mossiness): stone_bricks/stone/chiseled_stone_bricks -> maybeReplaceFullStoneBlock (nextFloat >= 0.5 bail; then mossiness roll picks between [cracked_stone_bricks | stone_brick_stairs(random facing+half)] and [mossy_stone_bricks | mossy_stone_brick_stairs]); stairs tag -> bail at nextFloat >= 0.5 else mossy stairs or mossy slab roll; slabs/walls -> mossy variant when nextFloat < mossiness; obsidian -> crying_obsidian at 0.15.
  • ProtectedBlockProcessor(FEATURES_CANNOT_REPLACE): skip placement when the CURRENT world block is in the tag.
  • LavaSubmergedBlockProcessor: placed blocks sitting in lava become magma.
  • BlackstoneReplaceProcessor appended only when replaceWithBlackstone.

spreadNetherrack weights (index by manhattan distance + jitter): [1,1,1,1,1,1,1,0.9,0.9,0.8,0.7,0.6,0.4,0.2]; jitter = nextInt(max(1, 8 - radius/2)) with radius = (xSpan+zSpan)/2; iterate the square around the box center +/- 14; for each cell draw nextDouble() < weight[idx], surfaceY = getHeight(type)-1 at that column, y2 = surfaceY when on_land_surface/on_ocean_floor else min(box.minY, surfaceY), require |y2 - box.minY| <= 3, replace only air/obsidian/not-in-tag/not-lava (not in nether), then placeNetherrackOrMagma (cold -> netherrack always; else nextFloat < 0.07 -> magma else netherrack); overgrown adds leaves above; then addNetherrackDripColumn below (up to 8 steps, each continuing while nextFloat < 0.5).

Ocean ruins (ground truth captured, port pending)

The grid claims ocean_ruins at chunk (7,5) on seed 12345, and a fresh capture with -chunks "6,4;7,5;8,6;7,4" confirms vanilla agrees: its saved start minecraft:ocean_ruin_cold lives exactly there, with one child piece:

Template = underwater_ruin/brick_2
Rot      = COUNTERCLOCKWISE_90
TP       = (112, 50, 80)     (= chunk origin, y=50)
BB       = [112,50,75] .. [118,56,80]
BiomeType= COLD, IsLarge = 0, Integrity = 0.8, GD = 0, O = 2

Algorithm read off OceanRuinStructure + OceanRuinPieces bytecode:

  • findGenerationPoint = onTopOfChunkCenter(context, OCEAN_FLOOR_WG, generatePieces) — no draws; stub sits at the chunk centre on the ocean floor.
  • generatePieces: base pos = (minBlockX, 90, minBlockZ); rotation = Rotation.getRandom(random) (one nextInt(4)); OceanRuinPieces.addPieces(...).
  • addPieces: large = nextFloat() <= largeProbability (0.3333); integrity = large ? 0.9 : 0.8; addPiece(...) always runs; when large, a second nextFloat() <= clusterProbability (0.1) triggers addClusterRuins (several extra small pieces around the first).
  • addPiece picks the biome type cold/warm from the biome at the position, then the template array: brick/cracked/mossy x8 for cold, warm_1..8 for warm (large variants are big_*); template = arr[nextInt(arr.length)]. The piece carries an IntegrityProcessor (drops blocks at random until the integrity fraction remains) plus suspicious-sand archy rules for gravel/wall targets.

48 underwater_ruin templates are extracted under internal/worldgen/data/structure_template/underwater_ruin/. Open mechanics for the port: how the piece descends from pos.y=90 to the saved TPY=50 (ocean-floor height at some reference column), and the exact IntegrityProcessor draw order (ChunkPos-forked positional random, not the shared stream).

Seed 12345, committed fixture chunks (0,0) (1,0) (0,1) (-1,-1):

  • (1,0): ruined portal — obsidian (17,13,3), crying obsidian (21,13,3), gold block (19,18,3), chest (17,13,2).
  • (0,0)/(1,0): mineshaft planks/fences near y=-41..-42.
  • (-1,-1): unexplained cobblestone+mossy floor at y=35 under gravel/water with two chests nearby — attributed to no replayed feature yet. Candidate leads: a dungeon whose placement stream we mismatch, or an ocean ruin whose pieces reach across the chunk border.