RegionIO/internal/worldgen/biome_temperature.go
Daniar Mannanov 798a3ec7b4 world: port ruined portal generation point and expose pre-carve terrain
generateBaseTerrain now factors the noise+surface stage out of chunk
generation so structure placement can read pre-carve heights exactly
like vanilla's STRUCTURE_STARTS stage. RuinedPortalGenerationPoint
replays the ruined_portals set: the weighted pick across all seven
variants on its own stream, each attempt's setup/template/rotation/
mirror draws on a fresh GenerationContext stream (makeRandom reseeds
per attempt, confirmed from bytecode), findSuitableY with corner-column
settle scan against those heights, and the post-draw 3D-biome filter at
quart-snapped coordinates.

Known gap, documented in STRUCTURE_NOTES.md: no variant is accepted in
the window around the fixture's portal yet while vanilla placed one;
the biome/surface inputs need a vanilla-side probe to bisect. Not wired
into the production replay until that closes.
2026-08-26 13:56:51 +03:00

103 lines
4.5 KiB
Go

package worldgen
// biome_temperature.go holds each overworld biome's base temperature, extracted
// verbatim from the "temperature" field of data/minecraft/worldgen/biome/*.json
// inside the 26.1.2 server jar. It replaces a hand-written list of biome names
// that guessed at which ones were cold.
//
// The surface rule tree consults it through exactly one condition
// (minecraft:temperature), which decides whether a hole in a frozen ocean floor
// freezes over.
// biomeTemperature maps a biome to Biome.getBaseTemperature().
var biomeTemperature = map[string]float32{
"minecraft:badlands": 2.0,
"minecraft:bamboo_jungle": 0.95,
"minecraft:basalt_deltas": 2.0,
"minecraft:beach": 0.8,
"minecraft:birch_forest": 0.6,
"minecraft:cherry_grove": 0.5,
"minecraft:cold_ocean": 0.5,
"minecraft:crimson_forest": 2.0,
"minecraft:dark_forest": 0.7,
"minecraft:deep_cold_ocean": 0.5,
"minecraft:deep_dark": 0.8,
"minecraft:deep_frozen_ocean": 0.5, // temperature_modifier: frozen
"minecraft:deep_lukewarm_ocean": 0.5,
"minecraft:deep_ocean": 0.5,
"minecraft:desert": 2.0,
"minecraft:dripstone_caves": 0.8,
"minecraft:end_barrens": 0.5,
"minecraft:end_highlands": 0.5,
"minecraft:end_midlands": 0.5,
"minecraft:eroded_badlands": 2.0,
"minecraft:flower_forest": 0.7,
"minecraft:forest": 0.7,
"minecraft:frozen_ocean": 0.0, // temperature_modifier: frozen
"minecraft:frozen_peaks": -0.7,
"minecraft:frozen_river": 0.0,
"minecraft:grove": -0.2,
"minecraft:ice_spikes": 0.0,
"minecraft:jagged_peaks": -0.7,
"minecraft:jungle": 0.95,
"minecraft:lukewarm_ocean": 0.5,
"minecraft:lush_caves": 0.5,
"minecraft:mangrove_swamp": 0.8,
"minecraft:meadow": 0.5,
"minecraft:mushroom_fields": 0.9,
"minecraft:nether_wastes": 2.0,
"minecraft:ocean": 0.5,
"minecraft:old_growth_birch_forest": 0.6,
"minecraft:old_growth_pine_taiga": 0.3,
"minecraft:old_growth_spruce_taiga": 0.25,
"minecraft:pale_garden": 0.7,
"minecraft:plains": 0.8,
"minecraft:river": 0.5,
"minecraft:savanna": 2.0,
"minecraft:savanna_plateau": 2.0,
"minecraft:small_end_islands": 0.5,
"minecraft:snowy_beach": 0.05,
"minecraft:snowy_plains": 0.0,
"minecraft:snowy_slopes": -0.3,
"minecraft:snowy_taiga": -0.5,
"minecraft:soul_sand_valley": 2.0,
"minecraft:sparse_jungle": 0.95,
"minecraft:stony_peaks": 1.0,
"minecraft:stony_shore": 0.2,
"minecraft:sunflower_plains": 0.8,
"minecraft:swamp": 0.8,
"minecraft:taiga": 0.25,
"minecraft:the_end": 0.5,
"minecraft:the_void": 0.5,
"minecraft:warm_ocean": 0.5,
"minecraft:warped_forest": 2.0,
"minecraft:windswept_forest": 0.2,
"minecraft:windswept_gravelly_hills": 0.2,
"minecraft:windswept_hills": 0.2,
"minecraft:windswept_savanna": 2.0,
"minecraft:wooded_badlands": 2.0,
}
// coldEnoughToSnow is Biome.coldEnoughToSnow: below 0.15 the biome gets snow
// and ice rather than rain.
//
// Two parts of vanilla's calculation are not reproduced, both because they need
// PerlinSimplexNoise, which we do not have:
//
// - the height adjustment, which cools a column above sea level + 17 and so
// puts snow on peaks in otherwise temperate biomes. No rule in the
// overworld tree reaches this condition above that height.
// - the "frozen" temperature modifier, which warms scattered patches of
// frozen_ocean and deep_frozen_ocean. Its absence makes frozen-ocean ice
// uniform where vanilla leaves open water in it.
//
// An unknown biome reads as warm, which is the safe direction: it leaves the
// default block alone rather than icing something over.
func coldEnoughToSnow(biome string) bool {
temperature, ok := biomeTemperature[biome]
return ok && temperature < 0.15
}
// ColdEnoughToSnow exposes the per-biome snow threshold to structure ports.
func ColdEnoughToSnow(biome string) bool { return coldEnoughToSnow(biome) }