RegionIO/internal/worldgen/surface_test.go
Master290 3a255b52e1 Real badlands clay bands and a real biome temperature table
The bandlands rule cycled four terracotta colours off a per-column random draw.
Vanilla generates a 192-entry band table once per world, from a random source
named clay_bands, and reads it at the block's height shifted by the
clay_bands_offset noise. Brown, red and light grey terracotta were never placed
anywhere; the stripes were the wrong thickness and did not line up between
neighbouring columns. All seven colours now appear.

The temperature condition matched a hand-written list of eleven biome names.
Replacing it with the temperature field read out of the jar's 65 biome JSONs
fixes one of them: deep_frozen_ocean reads cold by name but its base
temperature is 0.5, so vanilla does not freeze it. taiga and the pine taigas
were the other way round -- excluded by name, and correctly so, but by
coincidence rather than by data.

Two parts of the vanilla calculation are left out and documented where they
belong: the height adjustment that cools peaks, and the "frozen" modifier that
warms scattered patches of frozen ocean. Both need PerlinSimplexNoise. Neither
is reachable from the overworld tree in a way that shows: the single condition
that consults temperature sits under a frozen_ocean biome check, below a water
check, and decides whether a hole in the ocean floor ices over. The snowy
mountain tops come from biome selection, not from here -- which is not what the
plan for this commit assumed.

The per-column *rand.Rand threaded through SurfaceContext goes away with the
old bandlands rule; nothing needs it now that vertical_gradient rolls
positionally.
2026-07-27 02:31:10 +03:00

206 lines
6.4 KiB
Go

package worldgen
import "testing"
// loadTestRules compiles the overworld surface rule set at a fixed seed.
func loadTestRules(t *testing.T) *SurfaceRuleSet {
t.Helper()
od, err := LoadOverworldFinalDensity(12345)
if err != nil {
t.Fatalf("load overworld density: %v", err)
}
rules, err := od.SurfaceRule()
if err != nil {
t.Fatalf("compile surface rule: %v", err)
}
if rules == nil {
t.Fatal("nil surface rule set")
}
return rules
}
// TestLoadSurfaceRule confirms the embedded overworld surface_rule parses into
// a rule tree without error, and that every noise its noise_threshold
// conditions name resolved. Six of the seven used to fall through as false.
func TestLoadSurfaceRule(t *testing.T) {
rules := loadTestRules(t)
if len(rules.noises) != 7 {
t.Errorf("rule set references %d noises, want 7", len(rules.noises))
}
}
// TestSurfaceRuleNoPanic runs the full rule tree across a range of Y values and
// several biomes to confirm Apply never panics on real-world inputs. A panic
// during generation would crash the server.
func TestSurfaceRuleNoPanic(t *testing.T) {
rules := loadTestRules(t)
biomes := []string{
"minecraft:plains", "minecraft:desert", "minecraft:forest",
"minecraft:badlands", "minecraft:snowy_plains", "minecraft:ocean",
"minecraft:mushroom_fields", "minecraft:wooded_badlands",
}
ctx := rules.NewContext()
rules.BeginColumn(ctx, 100, 100)
ctx.SeaLevel, ctx.MinY = 63, -64
ctx.MinSurfaceLevel, ctx.WaterHeight = 80, NoWaterAbove
ctx.SurfaceDepth = 3
for _, b := range biomes {
ctx.BiomeName = b
for y := 0; y < 100; y++ {
ctx.Y = y
ctx.StoneDepthAbove, ctx.StoneDepthBelow = 100-y, y+1
rules.Apply(ctx) // must not panic
}
}
}
// TestSurfaceBedrockFloor confirms the bottom of the world resolves to bedrock
// (the vertical_gradient bedrock_floor rule is the first rule in the tree).
func TestSurfaceBedrockFloor(t *testing.T) {
rules := loadTestRules(t)
ctx := rules.NewContext()
rules.BeginColumn(ctx, 0, 0)
ctx.Y = -64
ctx.StoneDepthAbove, ctx.StoneDepthBelow = 1, 1
ctx.SeaLevel, ctx.MinY = 63, -64
ctx.BiomeName = "minecraft:plains"
ctx.MinSurfaceLevel, ctx.WaterHeight = 62, NoWaterAbove
ctx.SurfaceDepth = 3
state, ok := rules.Apply(ctx)
if !ok {
t.Fatal("no rule matched at bedrock floor")
}
if state != 85 { // bedrock
t.Errorf("bedrock floor state = %d, want 85", state)
}
}
// TestSurfaceBlockIDResolution checks the block-ID table covers the blocks the
// overworld surface_rule references, including snowy property variants.
func TestSurfaceBlockIDResolution(t *testing.T) {
cases := []struct {
name string
props map[string]string
want uint16
}{
{"minecraft:bedrock", nil, 85},
{"minecraft:grass_block", nil, 9},
{"minecraft:grass_block", map[string]string{"snowy": "true"}, 8},
{"minecraft:mycelium", nil, 8919},
{"minecraft:podzol", map[string]string{"snowy": "true"}, 12},
{"minecraft:terracotta", nil, 12912},
{"minecraft:red_sand", nil, 123},
{"minecraft:coarse_dirt", nil, 11},
{"minecraft:calcite", nil, 24687},
{"minecraft:deepslate", map[string]string{"axis": "y"}, 27924},
{"minecraft:mud", nil, 27922},
{"minecraft:air", nil, 0},
}
for _, c := range cases {
got, ok := surfaceBlockID(c.name, c.props)
if !ok {
t.Errorf("surfaceBlockID(%q,%v) not in the table", c.name, c.props)
continue
}
if got != c.want {
t.Errorf("surfaceBlockID(%q,%v) = %d, want %d", c.name, c.props, got, c.want)
}
}
if _, ok := surfaceBlockID("minecraft:not_a_block", nil); ok {
t.Error("surfaceBlockID accepted an unknown name")
}
}
// TestColdEnoughToSnow pins the temperature predicate against the biome table
// extracted from the jar. deep_frozen_ocean is the interesting case: the name
// reads cold but its base temperature is 0.5, so vanilla does not freeze it —
// the hand-written list this replaced got it wrong.
func TestColdEnoughToSnow(t *testing.T) {
cold := []string{
"minecraft:frozen_ocean", "minecraft:frozen_peaks", "minecraft:frozen_river",
"minecraft:grove", "minecraft:ice_spikes", "minecraft:jagged_peaks",
"minecraft:snowy_beach", "minecraft:snowy_plains", "minecraft:snowy_slopes",
"minecraft:snowy_taiga",
}
for _, b := range cold {
if !coldEnoughToSnow(b) {
t.Errorf("coldEnoughToSnow(%q) = false, want true", b)
}
}
warm := []string{
"minecraft:desert", "minecraft:plains", "minecraft:badlands",
"minecraft:deep_frozen_ocean", "minecraft:taiga", "minecraft:windswept_hills",
}
for _, b := range warm {
if coldEnoughToSnow(b) {
t.Errorf("coldEnoughToSnow(%q) = true, want false", b)
}
}
if coldEnoughToSnow("minecraft:not_a_biome") {
t.Error("an unknown biome read as cold")
}
if len(biomeTemperature) != 65 {
t.Errorf("biome temperature table has %d entries, want 65", len(biomeTemperature))
}
}
// TestWaterCondition pins SurfaceRules.WaterConditionSource against the
// column's own water surface. The offsets are the three forms the overworld
// tree actually uses: (0,0,false) for "is this block dry", (-1,0,false) for the
// block just under the waterline, and (-6,-1,true) for the beach/shore band.
func TestWaterCondition(t *testing.T) {
cases := []struct {
name string
test waterTest
ctx SurfaceContext
want bool
}{
{
name: "no water above passes",
test: waterTest{},
ctx: SurfaceContext{Y: 20, WaterHeight: NoWaterAbove},
want: true,
},
{
name: "at the waterline passes",
test: waterTest{},
ctx: SurfaceContext{Y: 63, WaterHeight: 63},
want: true,
},
{
name: "one block under water fails",
test: waterTest{},
ctx: SurfaceContext{Y: 62, WaterHeight: 63},
want: false,
},
{
name: "offset -1 reaches one block deeper",
test: waterTest{offset: -1},
ctx: SurfaceContext{Y: 62, WaterHeight: 63},
want: true,
},
{
name: "an aquifer pool at y=-20 is measured against itself, not sea level",
test: waterTest{},
ctx: SurfaceContext{Y: -25, WaterHeight: -20, SeaLevel: 63},
want: false,
},
{
name: "stone above the same pool is dry",
test: waterTest{},
ctx: SurfaceContext{Y: -19, WaterHeight: -20, SeaLevel: 63},
want: true,
},
{
name: "add_stone_depth counts buried stone towards the threshold",
test: waterTest{offset: -6, surfaceDepthMul: -1, addStoneDepth: true},
ctx: SurfaceContext{Y: 55, WaterHeight: 63, StoneDepthAbove: 2, SurfaceDepth: 0},
want: true,
},
}
for _, c := range cases {
if got := c.test.Test(&c.ctx); got != c.want {
t.Errorf("%s: got %v, want %v", c.name, got, c.want)
}
}
}