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.
395 lines
13 KiB
Go
395 lines
13 KiB
Go
package world
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import (
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"math/rand"
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"sync"
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"regionio/internal/worldgen"
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)
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// Noise cell dimensions for the overworld (size_horizontal=1 → 4 wide,
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// size_vertical=2 → 8 tall). Only the Interpolated terrain noise is sampled on
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// the cell-corner grid and trilinearly interpolated (as vanilla's NoiseChunk
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// does); the rest of final_density — squeeze/min and the caves — is evaluated
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// per block with those interpolated values substituted in.
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const (
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cellWidth = 4
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cellHeight = 8
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cellsXZ = 16 / cellWidth // 4
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cellsY = WorldHeight / cellHeight // 48
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)
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type cornerGrid [cellsXZ + 1][cellsY + 1][cellsXZ + 1]float64
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// NewVanillaGenerator returns a generator backed by the real overworld
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// final_density tree for the given seed, plus a simplified cosmetic pass
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// (beaches and trees) layered on the bit-accurate terrain.
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func NewVanillaGenerator(seed int64) Generator {
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od, err := worldgen.LoadOverworldFinalDensity(seed)
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if err != nil {
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panic("world: loading overworld density: " + err.Error())
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}
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return func(cx, cz int32) *Chunk {
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return generateVanilla(od, seed, cx, cz)
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}
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}
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func generateVanilla(od *worldgen.OverworldDensity, seed int64, cx, cz int32) *Chunk {
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c := NewChunk(cx, cz, BiomePlains) // per-cell biomes override below
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baseX, baseZ := int(cx)*16, int(cz)*16
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grids := make([]cornerGrid, len(od.Interpolated))
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var wg sync.WaitGroup
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for ix := 0; ix <= cellsXZ; ix++ {
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wg.Add(1)
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go func(ix int) {
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defer wg.Done()
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wx := float64(baseX + ix*cellWidth)
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for iy := 0; iy <= cellsY; iy++ {
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wy := float64(MinY + iy*cellHeight)
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for iz := 0; iz <= cellsXZ; iz++ {
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ctx := worldgen.FunctionContext{X: wx, Y: wy, Z: float64(baseZ + iz*cellWidth)}
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for n, node := range od.Interpolated {
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grids[n][ix][iy][iz] = node.Inner.Compute(ctx)
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}
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}
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}
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}(ix)
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}
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wg.Wait()
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// Surface biomes and 2D climate are needed before column fill so the surface
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// rule tree can pick biome-specific blocks. They are also reused by
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// fillBiomes3D below, so compute them once here.
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var s2D [16][16]worldgen.Sample2D
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var biomeName [16][16]string
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for lx := 0; lx < 16; lx++ {
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wg.Add(1)
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go func(lx int) {
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defer wg.Done()
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for lz := 0; lz < 16; lz++ {
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s2D[lx][lz] = worldgen.SampleColumn2D(od, SeaLevel, baseX+lx, baseZ+lz)
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biomeName[lx][lz] = loadBiomeTable().FindBiome(
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worldgen.NewTargetPoint(s2D[lx][lz].Temperature, s2D[lx][lz].Humidity,
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s2D[lx][lz].Continentalness, s2D[lx][lz].Erosion, s2D[lx][lz].Weirdness, 0))
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}
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}(lx)
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}
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wg.Wait()
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// The surface rule tree is seed-independent; load once (cached). If it fails
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// to parse, surface fill falls back to the biome-blind heuristics.
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surfaceRule, ruleErr := od.SurfaceRule()
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var columns [16][16][WorldHeight]uint16
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var surfTop [16][16]int // top solid index, -1 if none
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var grass [16][16]bool // grassy land surface (tree-plantable)
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for lx := 0; lx < 16; lx++ {
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wg.Add(1)
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go func(lx int) {
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defer wg.Done()
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interp := make([]float64, len(od.Interpolated))
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for lz := 0; lz < 16; lz++ {
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var rule worldgen.SurfaceRule
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if ruleErr == nil {
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rule = surfaceRule
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}
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surfTop[lx][lz], grass[lx][lz] = fillVanillaColumn(od, grids, interp, &columns[lx][lz], baseX+lx, baseZ+lz, lx, lz, seed, rule, biomeName[lx][lz])
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}
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}(lx)
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}
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wg.Wait()
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for lx := 0; lx < 16; lx++ {
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for lz := 0; lz < 16; lz++ {
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col := &columns[lx][lz]
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for i := 0; i < WorldHeight; i++ {
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if s := col[i]; s != StateAir {
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c.SetBlock(lx, MinY+i, lz, s)
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}
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}
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}
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}
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fillBiomes3D(c, od, s2D, baseX, baseZ)
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decorate(c, cx, cz, seed, &surfTop, &grass)
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return c
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}
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// fillBiomes3D assigns a per-cell 4×4×4 biome to every section of the chunk.
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// It receives the precomputed 2D climate grid (s2D, already sampled per column
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// for the surface pass) and evaluates only the 3D depth axis per cell, keeping
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// per-cell cost to a single density-function compute. The biome columns are
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// processed in parallel to keep generation fast.
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func fillBiomes3D(c *Chunk, od *worldgen.OverworldDensity, s2D [16][16]worldgen.Sample2D, baseX, baseZ int) {
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var wg sync.WaitGroup
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// One biome per 4×4×4 cell. Sampling at the cell corner (bx*4, bz*4) is
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// representative because the 2D climate noises vary slowly relative to a
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// 4-block cell; depth carries the vertical variation.
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for bx := 0; bx < biomeCellsXZ; bx++ {
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wg.Add(1)
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go func(bx int) {
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defer wg.Done()
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lx := bx * biomeCellSize
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for bz := 0; bz < biomeCellsXZ; bz++ {
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lz := bz * biomeCellSize
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col2D := s2D[lx][lz]
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for si := 0; si < SectionCount; si++ {
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for by := 0; by < biomeCellsXZ; by++ {
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wy := MinY + si*16 + by*biomeCellSize
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biome := BiomeAt3D(od, col2D, baseX+lx, wy, baseZ+lz)
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c.SetBiome(lx, wy, lz, biome)
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}
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}
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}
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}(bx)
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}
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wg.Wait()
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}
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// fillVanillaColumn lays the blocks for one column and returns the top solid
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// index and whether the surface is grassy land (suitable for trees). When a
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// surface rule tree is provided, surface blocks are decided by it (vanilla
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// behaviour: biome/depth/steepness/water/y-driven); otherwise the legacy
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// beach/grass/dirt heuristics are used as a fallback.
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func fillVanillaColumn(od *worldgen.OverworldDensity, grids []cornerGrid, interp []float64, out *[WorldHeight]uint16, wx, wz, lx, lz int, seed int64, rule worldgen.SurfaceRule, biomeName string) (int, bool) {
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cx0 := lx / cellWidth
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cz0 := lz / cellWidth
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fx := float64(lx%cellWidth) / cellWidth
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fz := float64(lz%cellWidth) / cellWidth
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var solid [WorldHeight]bool
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top := -1
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for i := 0; i < WorldHeight; i++ {
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cy0 := i / cellHeight
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fy := float64(i%cellHeight) / cellHeight
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for n := range grids {
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interp[n] = trilerp(&grids[n], cx0, cy0, cz0, fx, fy, fz)
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}
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ctx := worldgen.FunctionContext{X: float64(wx), Y: float64(MinY + i), Z: float64(wz)}.WithInterp(interp)
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if od.Final.Compute(ctx) > 0 {
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solid[i] = true
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top = i
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}
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}
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topY := MinY + top
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// Beach: a narrow band straddling the waterline. Dry columns well above sea
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// level stay grass; deep water floors become gravel, not sand.
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const beachBand = 3
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beach := top >= 0 && topY >= SeaLevel-beachBand && topY <= SeaLevel+1
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deepWater := top >= 0 && topY < SeaLevel-beachBand
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// Per-column RNG for the bedrock floor and the bandlands/gradient rules.
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rng := newColumnRand(wx, wz, int(seed))
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if rule != nil {
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applySurfaceRule(out, solid, top, wx, wz, SeaLevel, MinY, biomeName, rule, rng)
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} else {
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fillLegacySurface(out, solid, top, beach, deepWater, topY, rng)
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}
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// Water fills air below sea level regardless of rule path.
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for i := 0; i < WorldHeight; i++ {
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if out[i] == StateAir && MinY+i < SeaLevel {
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out[i] = StateWater
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}
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}
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return top, top >= 0 && !beach && !deepWater && topY >= SeaLevel
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}
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// applySurfaceRule walks the column top-to-surface applying the rule tree. For
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// each solid block it builds a SurfaceContext and lets the rule decide; the
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// stone depth counts how far below the surface the block sits. Air blocks
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// above the surface are left for the water fill.
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//
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// One *rand.Rand is created per column (not per block) — bandlands/gradient
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// consume from it sequentially, which is correct because vanilla seeds those
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// per-column too. This avoids ~98k rand.New allocations per chunk.
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func applySurfaceRule(out *[WorldHeight]uint16, solid [WorldHeight]bool, top int, wx, wz, seaLevel, minY int, biomeName string, rule worldgen.SurfaceRule, rng chunkRand) {
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if top < 0 {
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return
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}
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// One per-column RNG for all surface rules in this column.
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colRng := rng.toRand()
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// Surface noise sample (the "minecraft:surface" noise used by noise_threshold
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// conditions). Cheap deterministic value derived from the column so the
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// rule's coarse_dirt/terracotta bands vary per column.
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surfaceNoise := colRng.Float64()*2 - 1 // [-1, 1]
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// Reuse one context across the column (mutated per block) to avoid ~98k
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// heap allocations per chunk; the fields that vary per block are set inside
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// the loop, the rest are column-constant.
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sctx := &worldgen.SurfaceContext{
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X: wx,
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Z: wz,
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SeaLevel: seaLevel,
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BiomeName: biomeName,
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MinY: minY,
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SurfaceNoise: surfaceNoise,
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SurfaceDepth: 0,
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PreliminarySurface: minY + top,
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Rng: colRng,
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}
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for i := top; i >= 0; i-- {
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if !solid[i] {
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continue
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}
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sctx.Y = minY + i
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sctx.StoneDepthAbove = top - i
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// Solid blocks default to stone; the rule tree overrides only the
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// surface layers it matches (grass/sand/terracotta/etc). Blocks where
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// the rule does not match (depth > surface band) keep stone, matching
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// vanilla: surface rules replace only the top few blocks, the column is
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// otherwise stone down to bedrock.
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out[i] = StateStone
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if state, ok := rule.Apply(sctx); ok && state != 0 {
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out[i] = state
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}
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}
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}
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// fillLegacySurface is the biome-blind heuristic used when no surface rule is
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// available (parse failure). It mirrors the pre-surface-rule block switch.
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func fillLegacySurface(out *[WorldHeight]uint16, solid [WorldHeight]bool, top int, beach, deepWater bool, topY int, rng chunkRand) {
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for i := 0; i < WorldHeight; i++ {
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y := MinY + i
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switch {
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case y <= MinY:
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out[i] = StateBedrock
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case y <= MinY+4 && solid[i] && bedrockAt(rng, y-MinY):
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out[i] = StateBedrock
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case solid[i]:
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switch {
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case beach && i > top-4:
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out[i] = StateSand
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case deepWater && i == top:
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out[i] = StateGravel
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case i == top && y >= SeaLevel:
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out[i] = StateGrass
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case i > top-4:
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out[i] = StateDirt
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default:
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out[i] = StateStone
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}
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case y < SeaLevel:
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out[i] = StateWater
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}
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}
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}
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// bedrockAt reports whether a block at layer d (1..4 above the floor) should be
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// bedrock, consuming randomness from rng. Vanilla's floor has probability ~1 at
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// the bottom layer dropping to 0 a few blocks up; we approximate the decay with
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// a 1/4 chance per step up from the solid floor.
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func bedrockAt(rng chunkRand, d int) bool {
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// Probability per layer: d=1 → 50%, d=2 → 25%, d=3 → 12.5%, d=4 → 6.25%.
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// Need (5-d) high bits from a 32-bit draw; compare against a per-step mask.
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keep := 5 - d // 4..1
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if keep <= 0 {
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return false
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}
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// Each surviving bit roughly halves the chance; draw once and check `keep`
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// of its low bits.
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r := rng.next()
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for b := 0; b < keep; b++ {
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if (r>>uint(b))&1 == 0 {
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return false
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}
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}
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return true
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}
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// decorate places simple oak trees on grassy columns. Trunks are kept two
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// blocks inside the chunk so the radius-2 canopy never crosses into a neighbour
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// (avoiding cross-chunk coordination); placement is deterministic per chunk.
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func decorate(c *Chunk, cx, cz int32, seed int64, surfTop *[16][16]int, grass *[16][16]bool) {
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r := newChunkRand(cx, cz, seed)
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const attempts = 8
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for a := 0; a < attempts; a++ {
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lx := 2 + int(r.next()%12)
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lz := 2 + int(r.next()%12)
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if !grass[lx][lz] {
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continue
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}
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baseY := MinY + surfTop[lx][lz] + 1
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placeOak(c, lx, baseY, lz, &r)
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}
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}
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func placeOak(c *Chunk, lx, baseY, lz int, r *chunkRand) {
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h := 4 + int(r.next()%3) // trunk height 4..6
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for i := 0; i < h; i++ {
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c.SetBlock(lx, baseY+i, lz, StateOakLog)
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}
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topY := baseY + h - 1
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// Canopy: two wide layers around the top, then two narrow layers above.
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layers := []struct {
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dy, radius int
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}{{-1, 2}, {0, 2}, {1, 1}, {2, 1}}
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for _, ly := range layers {
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y := topY + ly.dy
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for dx := -ly.radius; dx <= ly.radius; dx++ {
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for dz := -ly.radius; dz <= ly.radius; dz++ {
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if ly.radius == 2 && abs(dx) == 2 && abs(dz) == 2 {
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continue // trim the far corners for a rounder shape
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}
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if c.GetBlock(lx+dx, y, lz+dz) == StateAir {
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c.SetBlock(lx+dx, y, lz+dz, StateOakLeaf)
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}
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}
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}
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}
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}
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func abs(v int) int {
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if v < 0 {
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return -v
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}
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return v
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}
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// chunkRand is a tiny deterministic PRNG (SplitMix64) seeded per chunk.
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type chunkRand struct{ s uint64 }
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func newChunkRand(cx, cz int32, seed int64) chunkRand {
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h := uint64(seed)
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h ^= uint64(uint32(cx)) * 0x9E3779B97F4A7C15
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h ^= uint64(uint32(cz)) * 0xC2B2AE3D27D4EB4F
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return chunkRand{s: h | 1}
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}
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// newColumnRand seeds a deterministic PRNG from a column's world coordinates so
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// each (x,z) gets a stable but independent stream (used for the random bedrock
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// layer). Mixing in the world seed keeps worlds with the same terrain shape but
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// different seeds distinct at the floor.
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func newColumnRand(wx, wz, seed int) chunkRand {
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h := uint64(seed)
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h ^= uint64(uint32(wx)) * 0x9E3779B97F4A7C15
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h ^= uint64(uint32(wz)) * 0xC2B2AE3D27D4EB4F
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return chunkRand{s: h | 1}
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}
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func (r *chunkRand) next() uint32 {
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r.s += 0x9E3779B97F4A7C15
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z := r.s
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z = (z ^ (z >> 30)) * 0xBF58476D1CE4E5B9
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z = (z ^ (z >> 27)) * 0x94D049BB133111EB
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z = z ^ (z >> 31)
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return uint32(z >> 32)
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}
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// toRand returns a *rand.Rand seeded from this column's state, for surface
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// rules (vertical_gradient/bandlands) that consume a stdlib-style RNG. It draws
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// once to advance state so repeated calls differ within a column.
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func (r *chunkRand) toRand() *rand.Rand {
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return rand.New(rand.NewSource(int64(r.next())))
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}
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func trilerp(c *cornerGrid, x0, y0, z0 int, fx, fy, fz float64) float64 {
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x1, y1, z1 := x0+1, y0+1, z0+1
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c00 := lerpf(fx, c[x0][y0][z0], c[x1][y0][z0])
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c10 := lerpf(fx, c[x0][y1][z0], c[x1][y1][z0])
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c01 := lerpf(fx, c[x0][y0][z1], c[x1][y0][z1])
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c11 := lerpf(fx, c[x0][y1][z1], c[x1][y1][z1])
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return lerpf(fz, lerpf(fy, c00, c10), lerpf(fy, c01, c11))
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}
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func lerpf(t, a, b float64) float64 { return a + t*(b-a) }
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