RegionIO/internal/world/biome_lookup.go
Master290 a7bb9496ae Initial commit: RegionIO Minecraft server core (26.1.2/protocol 775)
Vanilla-faithful overworld generator (final_density + multi-noise biomes),
full connection lifecycle (status/login/configuration/play), chunk streaming,
creative block editing, and the protocol/nbt/registry infrastructure.
2026-06-24 00:32:51 +03:00

119 lines
4.1 KiB
Go

package world
import (
_ "embed"
"encoding/json"
"fmt"
"sync"
"regionio/internal/registry"
"regionio/internal/worldgen"
)
//go:embed biome_parameters.json
var biomeParametersJSON []byte
// rawParameter mirrors one entry of biome_parameters.json: a biome name plus its
// climate ranges. Each axis value is a [min, max] array; depth is normally a
// scalar (0.0 surface / 1.0 underground) but a few cave entries carry a [min,
// max] array, so it is decoded loosely (see depthScalar).
type rawParameter struct {
Biome string `json:"biome"`
Param struct {
Temperature [2]float64 `json:"temperature"`
Humidity [2]float64 `json:"humidity"`
Continentalness [2]float64 `json:"continentalness"`
Erosion [2]float64 `json:"erosion"`
Weirdness [2]float64 `json:"weirdness"`
Depth any `json:"depth"`
Offset float64 `json:"offset"`
} `json:"parameters"`
}
// depthScalar extracts a scalar depth from a raw entry, accepting either a JSON
// number or a single-element [v] array. Arrays with a range are cave entries
// (non-surface) and return ok=false so the caller skips them.
func depthScalar(v any) (float64, bool) {
switch d := v.(type) {
case float64:
return d, true
case []any:
if len(d) == 1 {
if f, ok := d[0].(float64); ok {
return f, true
}
}
}
return 0, false
}
// surfaceTable is the biome parameter table filtered to depth=0 (surface layer),
// built once at init. Cave/underground entries (depth=1, or non-zero offset for
// lush/dripstone/deep_dark) are excluded until the per-cell milestone.
var (
surfaceTable *worldgen.ParameterTable
surfaceTableOnce sync.Once
)
// loadSurfaceTable parses the embedded biome parameters once and returns the
// surface-only ParameterTable. Panics on a parse error (a corrupt embedded
// table is a build-time bug, not a runtime condition).
func loadSurfaceTable() *worldgen.ParameterTable {
surfaceTableOnce.Do(func() {
var raw struct {
Biomes []rawParameter `json:"biomes"`
}
if err := json.Unmarshal(biomeParametersJSON, &raw); err != nil {
panic(fmt.Sprintf("world: parsing embedded biome_parameters.json: %v", err))
}
params := make([]worldgen.BiomeParameter, 0, len(raw.Biomes)/2)
for _, e := range raw.Biomes {
// Surface layer only: depth resolves to the scalar 0.0, and no cave
// offset. Range/array depths and non-zero offsets belong to cave
// biomes (lush/dripstone/deep_dark), deferred to the per-cell stage.
dp, ok := depthScalar(e.Param.Depth)
if !ok || dp != 0.0 || e.Param.Offset != 0.0 {
continue
}
params = append(params, makeBiomeParameter(e, dp))
}
surfaceTable = worldgen.NewParameterTable(params)
})
return surfaceTable
}
// makeBiomeParameter converts a raw JSON entry into a BiomeParameter, mapping
// the [min,max] ranges to quantized ClimateRanges. depth is a scalar in the
// source but a [depth, depth] band in the table (a single value).
func makeBiomeParameter(e rawParameter, depth float64) worldgen.BiomeParameter {
qr := func(a [2]float64) worldgen.ClimateRange {
return worldgen.ClimateRange{Min: worldgen.Quantize(a[0]), Max: worldgen.Quantize(a[1])}
}
dpQ := worldgen.Quantize(depth)
return worldgen.BiomeParameter{
Name: e.Biome,
Ranges: [worldgen.AxisCount]worldgen.ClimateRange{
qr(e.Param.Temperature),
qr(e.Param.Humidity),
qr(e.Param.Continentalness),
qr(e.Param.Erosion),
qr(e.Param.Weirdness),
{Min: dpQ, Max: dpQ + 1}, // half-open band covering exactly depth
},
Offset: worldgen.Quantize(e.Param.Offset),
}
}
// BiomeAt returns the network biome ID for the surface biome at block (wx, wz)
// given the loaded overworld density. It samples the climate axes at sea level,
// finds the matching biome in the parameter table, and resolves its name to a
// numeric ID via the synchronized biome registry. Unknown biomes fall back to
// plains so chunk encoding always gets a valid ID.
func BiomeAt(od *worldgen.OverworldDensity, wx, wz int) uint16 {
point := worldgen.SampleColumn(od, SeaLevel, wx, wz)
name := loadSurfaceTable().FindBiome(point)
if id := registry.Index("minecraft:worldgen/biome", name); id >= 0 {
return uint16(id)
}
return BiomePlains
}