The tree was parsed once, globally, and shared by every world -- so every condition that needs the seed simply did not work. Compiling it per RandomState fixes four of them at once. noise_threshold sampled a per-column random draw and pretended it was "minecraft:surface"; the other six noises it names were unsupported and returned false. Each condition now holds its own seeded noise, sampled once per column into a small cache the way vanilla's LazyXZCondition does. Powder snow, packed ice and ice appear in the dump for the first time; calcite, swamp water windows and gravel patches have their conditions back too. vertical_gradient tapered through a per-column RNG shared with the other rules. Vanilla rolls a positional random at the exact block, from a factory named by the rule. More importantly the anchor decoder read only above_bottom and discarded which kind of anchor it was, so the deepslate rule's absolute 0..8 collapsed onto y=-64 and **no deepslate existed anywhere in the world**. Anchors now carry their kind and resolve against the real height bounds -- which also retires a hardcoded 384 in y_above. Two more stubs land with them: hole is surfaceDepth <= 0 rather than a constant false, and steep reads the neighbouring column heights. steep needs the whole chunk's heightmap, so the column pass is now two passes -- terrain and fluids for all 256 columns, then surface rules -- which is the order vanilla uses anyway (doFill, then buildSurface). Deepslate was also missing from the block-ID table, and an unknown name resolved to 0, which the caller read as "no block" and skipped. So even a correct rule would have placed nothing. Unknown names are now a parse error, deepslate and mud are in the table, and a rule that resolves to air genuinely places air -- the frozen-ocean surface asks for exactly that. Below y=0 is now entirely deepslate, y=1..7 a scatter, above y=8 none.
195 lines
5.9 KiB
Go
195 lines
5.9 KiB
Go
package worldgen
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import (
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"math/rand"
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"testing"
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)
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// loadTestRules compiles the overworld surface rule set at a fixed seed.
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func loadTestRules(t *testing.T) *SurfaceRuleSet {
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t.Helper()
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od, err := LoadOverworldFinalDensity(12345)
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if err != nil {
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t.Fatalf("load overworld density: %v", err)
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}
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rules, err := od.SurfaceRule()
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if err != nil {
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t.Fatalf("compile surface rule: %v", err)
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}
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if rules == nil {
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t.Fatal("nil surface rule set")
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}
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return rules
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}
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// TestLoadSurfaceRule confirms the embedded overworld surface_rule parses into
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// a rule tree without error, and that every noise its noise_threshold
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// conditions name resolved. Six of the seven used to fall through as false.
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func TestLoadSurfaceRule(t *testing.T) {
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rules := loadTestRules(t)
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if len(rules.noises) != 7 {
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t.Errorf("rule set references %d noises, want 7", len(rules.noises))
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}
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}
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// TestSurfaceRuleNoPanic runs the full rule tree across a range of Y values and
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// several biomes to confirm Apply never panics on real-world inputs. A panic
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// during generation would crash the server.
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func TestSurfaceRuleNoPanic(t *testing.T) {
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rules := loadTestRules(t)
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biomes := []string{
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"minecraft:plains", "minecraft:desert", "minecraft:forest",
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"minecraft:badlands", "minecraft:snowy_plains", "minecraft:ocean",
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"minecraft:mushroom_fields", "minecraft:wooded_badlands",
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}
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ctx := rules.NewContext()
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rules.BeginColumn(ctx, 100, 100)
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ctx.SeaLevel, ctx.MinY = 63, -64
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ctx.MinSurfaceLevel, ctx.WaterHeight = 80, NoWaterAbove
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ctx.SurfaceDepth = 3
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ctx.Rng = rand.New(rand.NewSource(1))
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for _, b := range biomes {
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ctx.BiomeName = b
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for y := 0; y < 100; y++ {
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ctx.Y = y
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ctx.StoneDepthAbove, ctx.StoneDepthBelow = 100-y, y+1
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rules.Apply(ctx) // must not panic
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}
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}
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}
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// TestSurfaceBedrockFloor confirms the bottom of the world resolves to bedrock
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// (the vertical_gradient bedrock_floor rule is the first rule in the tree).
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func TestSurfaceBedrockFloor(t *testing.T) {
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rules := loadTestRules(t)
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ctx := rules.NewContext()
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rules.BeginColumn(ctx, 0, 0)
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ctx.Y = -64
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ctx.StoneDepthAbove, ctx.StoneDepthBelow = 1, 1
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ctx.SeaLevel, ctx.MinY = 63, -64
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ctx.BiomeName = "minecraft:plains"
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ctx.MinSurfaceLevel, ctx.WaterHeight = 62, NoWaterAbove
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ctx.SurfaceDepth = 3
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ctx.Rng = rand.New(rand.NewSource(1))
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state, ok := rules.Apply(ctx)
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if !ok {
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t.Fatal("no rule matched at bedrock floor")
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}
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if state != 85 { // bedrock
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t.Errorf("bedrock floor state = %d, want 85", state)
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}
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}
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// TestSurfaceBlockIDResolution checks the block-ID table covers the blocks the
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// overworld surface_rule references, including snowy property variants.
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func TestSurfaceBlockIDResolution(t *testing.T) {
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cases := []struct {
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name string
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props map[string]string
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want uint16
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}{
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{"minecraft:bedrock", nil, 85},
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{"minecraft:grass_block", nil, 9},
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{"minecraft:grass_block", map[string]string{"snowy": "true"}, 8},
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{"minecraft:mycelium", nil, 8919},
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{"minecraft:podzol", map[string]string{"snowy": "true"}, 12},
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{"minecraft:terracotta", nil, 12912},
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{"minecraft:red_sand", nil, 123},
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{"minecraft:coarse_dirt", nil, 11},
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{"minecraft:calcite", nil, 24687},
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{"minecraft:deepslate", map[string]string{"axis": "y"}, 27924},
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{"minecraft:mud", nil, 27922},
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{"minecraft:air", nil, 0},
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}
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for _, c := range cases {
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got, ok := surfaceBlockID(c.name, c.props)
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if !ok {
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t.Errorf("surfaceBlockID(%q,%v) not in the table", c.name, c.props)
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continue
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}
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if got != c.want {
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t.Errorf("surfaceBlockID(%q,%v) = %d, want %d", c.name, c.props, got, c.want)
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}
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}
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if _, ok := surfaceBlockID("minecraft:not_a_block", nil); ok {
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t.Error("surfaceBlockID accepted an unknown name")
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}
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}
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// TestIsColdBiome confirms the snow-cover predicate recognises cold biomes so
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// the temperature condition routes snowy biomes to snow.
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func TestIsColdBiome(t *testing.T) {
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cold := []string{"minecraft:snowy_plains", "minecraft:frozen_peaks", "minecraft:grove"}
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for _, b := range cold {
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if !isColdBiome(b) {
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t.Errorf("isColdBiome(%q) = false, want true", b)
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}
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}
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warm := []string{"minecraft:desert", "minecraft:plains", "minecraft:badlands"}
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for _, b := range warm {
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if isColdBiome(b) {
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t.Errorf("isColdBiome(%q) = true, want false", b)
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}
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}
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}
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// TestWaterCondition pins SurfaceRules.WaterConditionSource against the
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// column's own water surface. The offsets are the three forms the overworld
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// tree actually uses: (0,0,false) for "is this block dry", (-1,0,false) for the
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// block just under the waterline, and (-6,-1,true) for the beach/shore band.
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func TestWaterCondition(t *testing.T) {
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cases := []struct {
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name string
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test waterTest
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ctx SurfaceContext
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want bool
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}{
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{
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name: "no water above passes",
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test: waterTest{},
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ctx: SurfaceContext{Y: 20, WaterHeight: NoWaterAbove},
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want: true,
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},
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{
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name: "at the waterline passes",
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test: waterTest{},
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ctx: SurfaceContext{Y: 63, WaterHeight: 63},
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want: true,
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},
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{
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name: "one block under water fails",
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test: waterTest{},
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ctx: SurfaceContext{Y: 62, WaterHeight: 63},
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want: false,
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},
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{
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name: "offset -1 reaches one block deeper",
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test: waterTest{offset: -1},
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ctx: SurfaceContext{Y: 62, WaterHeight: 63},
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want: true,
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},
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{
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name: "an aquifer pool at y=-20 is measured against itself, not sea level",
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test: waterTest{},
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ctx: SurfaceContext{Y: -25, WaterHeight: -20, SeaLevel: 63},
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want: false,
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},
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{
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name: "stone above the same pool is dry",
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test: waterTest{},
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ctx: SurfaceContext{Y: -19, WaterHeight: -20, SeaLevel: 63},
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want: true,
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},
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{
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name: "add_stone_depth counts buried stone towards the threshold",
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test: waterTest{offset: -6, surfaceDepthMul: -1, addStoneDepth: true},
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ctx: SurfaceContext{Y: 55, WaterHeight: 63, StoneDepthAbove: 2, SurfaceDepth: 0},
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want: true,
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},
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}
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for _, c := range cases {
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if got := c.test.Test(&c.ctx); got != c.want {
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t.Errorf("%s: got %v, want %v", c.name, got, c.want)
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}
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}
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}
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