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.
52 lines
1.7 KiB
Go
52 lines
1.7 KiB
Go
package world
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import "testing"
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// StateDeepslate is minecraft:deepslate with axis=y, the upright default the
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// surface rule places.
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const StateDeepslate uint16 = 27924
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// TestDeepslateLayer guards the stone/deepslate boundary. The rule that draws
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// it is a vertical_gradient over absolute anchors 0 and 8; the anchor decoder
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// only read above_bottom, so both collapsed onto y=-64 and the whole world was
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// stone from bedrock to sky. The block name was missing from the ID table too,
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// so even a firing rule resolved to 0 and was dropped.
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func TestDeepslateLayer(t *testing.T) {
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gen := NewVanillaGenerator(12345)
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deepBelow, stoneBelow := 0, 0
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deepAbove := 0
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transition := 0
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for _, p := range [][2]int32{{0, 0}, {5, -7}, {-13, 21}} {
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ch := gen(p[0], p[1])
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for lx := 0; lx < 16; lx++ {
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for lz := 0; lz < 16; lz++ {
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for wy := MinY; wy <= 40; wy++ {
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switch b := ch.GetBlock(lx, wy, lz); {
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case b == StateDeepslate && wy < 0:
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deepBelow++
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case b == StateDeepslate && wy >= 0 && wy < 8:
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transition++
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case b == StateDeepslate && wy >= 8:
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deepAbove++
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case b == StateStone && wy < 0:
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stoneBelow++
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}
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}
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}
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}
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}
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t.Logf("deepslate below y=0: %d (stone there: %d), in y=0..7: %d, above y=8: %d",
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deepBelow, stoneBelow, transition, deepAbove)
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if deepBelow == 0 {
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t.Error("no deepslate below y=0")
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}
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if stoneBelow != 0 {
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t.Errorf("%d plain stone blocks survive below y=0; the gradient is not reaching them", stoneBelow)
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}
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if deepAbove != 0 {
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t.Errorf("%d deepslate blocks above y=8; the upper anchor is not holding", deepAbove)
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}
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if transition == 0 {
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t.Error("the y=0..7 stone/deepslate scatter is empty")
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}
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}
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