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Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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97ff2b54cb |
@@ -20,13 +20,14 @@ La [vision complète](docs/vision.md) conserve les intentions ; le
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L’économie, les claims et les dimensions décrits dans la vision restent
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à implémenter.
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La version **beta.142** utilise Vulkan comme moteur graphique par défaut,
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stabilise les rafraîchissements du relief PBR et règle son intensité initiale
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à 80 %. Les lectures de textures et calculs de reflets sont sécurisés contre
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les résultats indéfinis. Le [ticket](docs/pbr-refresh-beta142.md) distingue les
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corrections vérifiées du bruit signalé en mouvement sur le pilote de l'utilisateur.
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La version **beta.143** garde le sampler natif de précipitation pour la neige
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saisonnière, mais ralentit son rythme : l'accumulation est espacée par un
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facteur 12 et la fonte par le facteur temps réel 72. Les protections existantes
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restent inchangées : neige construite, biomes froids, hiver, profils neigeux
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et météo Vanilla. Le [ticket](docs/realtime-snow-melt-beta143.md) documente le
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contrat et les vérifications.
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La beta.142 est publiée et synchronisée dans l’instance Sanctuary Beta ;
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les 923 fichiers personnels suivis sont conservés.
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les 923 fichiers personnels suivis sont conservés jusqu'à la prochaine livraison.
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La [livraison précédente](docs/clay-workshop-integration-beta110.md) réunit déjà
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l’atelier, les œufs et la neige saisonnière dans l’instance **Sanctuary Beta**.
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Les [synchronisations antérieures](docs/git-sync-beta092.md) restent documentées.
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@@ -37,6 +38,14 @@ La [carte native beta.005](docs/atlas-beta005.md) prend le relais après
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l’étude de Xaero et des alternatives libres.
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## beta.143 — Neige saisonnière en temps réel
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Accumulation ralentie par un facteur 12 et fonte saisonnière ralentie par le
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facteur naturel 72, tout en conservant le sampler natif des colonnes de
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précipitation. Deux blocs de neige fondent en environ 2,7 jours réels en été,
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5,4 au printemps et 11 en automne.
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[Contrat et vérifications](docs/realtime-snow-melt-beta143.md).
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## beta.142 — Vulkan par défaut et stabilité PBR
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Moteur natif Vulkan prioritaire, relief conservé pendant les reconstructions,
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@@ -0,0 +1,56 @@
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# SNOW-143 — Neige saisonnière en temps réel
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Branche `codex/realtime-snow-melt-beta143`, socle beta.142. Minecraft 26.3 /
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Java 25. Livraison beta.143.
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## Comportement
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L'accumulation et la fonte saisonnière conservent le sampler natif de
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précipitation `ServerLevel.tickPrecipitation`. Sanctuary ne scanne donc toujours
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pas les chunks et ne force aucun chargement de terrain. Le changement porte
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seulement sur la probabilité des mutations de neige.
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Pendant une chute de neige, Sanctuary ajoute désormais une couche une fois sur
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12 échantillons natifs en moyenne. La neige reste visible pendant une session,
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mais les colonnes ne montent plus instantanément. À `randomTickSpeed = 3`, une
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couche apparaît en moyenne après environ 40 minutes de neige continue.
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Pour la fonte, chaque tirage saisonnier est multiplié par `72`, le rapport
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entre une journée réelle de 24 heures et une journée Minecraft de 20 minutes.
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Une couche fond désormais en moyenne en 4 h 05 en été,
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8 h 10 au printemps et 16 h 25 en automne. Avec le plafond actuel de deux blocs,
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une colonne météo suivie met environ 2,7 jours réels à disparaître en été,
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5,4 jours au printemps et 11 jours en automne. L'hiver ne fond toujours pas.
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Les règles de protection restent celles de beta.109 : seule la neige déposée
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par la météo Sanctuary depuis l'ajout du suivi `sanctuary:natural_snow_v1`
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peut fondre. La neige construite, l'ancienne neige non suivie, les couches
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manuelles, les biomes froids, les profils neigeux et la météo Vanilla restent
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préservés. Aucun format de sauvegarde ne change.
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## Vérifications
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Vérifié le 18 septembre 2026 sur macOS, Java 25.
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- `./gradlew :sanctuary:runClientGameTest -PsanctuaryClientTests=true
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-PsanctuaryMelt109ClientTests=true -PsanctuaryClientNoVsync=true
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-PsanctuaryQuickTests=true` : réussi en 57 s, avec le marqueur
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`MELT109_NATIVE_PASS`. Le test couvre l'accumulation beta.108 ralentie,
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la fonte couche par couche, la provenance persistante, les saisons, la
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gamerule, la météo Vanilla, les profils neigeux, les biomes froids et le
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rechargement de monde.
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- `./gradlew check build assemblePack assembleTestPack -x :sanctuary:runGameTest` :
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réussi en 2 min 31 s, 126 tâches. Le GameTest serveur dédié reste exclu
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conformément au refus antérieur de son EULA ; les contrôles natifs utilisent
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le serveur intégré.
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- `python3 scripts/pack.py check` : versions, icône et index packwiz vérifiés.
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- Exports MRpack produits avec `packwiz modrinth export`, intégrité ZIP vérifiée.
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Les deux MRpack embarquent exactement le JAR Sanctuary construit.
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| Artefact | Taille | SHA-256 |
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| --- | ---: | --- |
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| `sanctuary-beta.143.jar` | 11 323 665 octets | `fd4b663ac2b2a106624c42b09997db229cc14d6c39d44ae83079bc6aa9d39a08` |
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| `Sanctuary-beta.143.mrpack` | 10 464 931 octets | `e55caaa41c5a3a2666ff5415846e18f44d504ac34b698f3d974091cfb52364c5` |
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| `Sanctuary-Test-beta.143.mrpack` | 10 483 858 octets | `b14bca04c4a48771209d0f7e234ff9ef6b800eb236fb969a6f0dfcee5620dafc` |
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| `Sanctuary-Template-beta.143.zip` | 4 354 153 octets | `071fd8da67d1d0224b89889a5fcbc4cd269673dddb7a52f89aa78802f154605a` |
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+2
-2
@@ -9,8 +9,8 @@ loom_version=1.17.20
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fabric_api_version=0.160.5+26.3
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# Release counter: beta.001, .002, .003, ... (see docs/versioning.md).
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mod_version=beta.142
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pack_version=beta.142
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mod_version=beta.143
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pack_version=beta.143
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resource_pack_version=beta.121
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maven_group=fr.koka.sanctuary
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jei_version=30.32.0-sanctuary.3
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+19
-11
@@ -12,6 +12,7 @@ import java.time.Instant;
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import java.time.ZoneOffset;
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import java.util.UUID;
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import java.util.concurrent.atomic.AtomicBoolean;
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import java.util.function.BooleanSupplier;
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import net.fabricmc.fabric.api.client.event.lifecycle.v1.ClientTickEvents;
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import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
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import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
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@@ -50,24 +51,29 @@ public final class Melt109ClientChecks implements FabricClientGameTest {
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for(int x=-15;x<=15;x++)for(int z=-15;z<=15;z++)l.setBlockAndUpdate(new BlockPos(x,79,z),Blocks.STONE.defaultBlockState());
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clock(l,"2026-07-10T12:00:00Z",SeasonalWeather.Season.SUMMER);
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check(l.getGameRules().get(SeasonalSnowMelt.ENABLED),"Melt enabled by default");
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check(SeasonalSnowMelt.REALTIME_SCALE==72,"Real-time snow melt scale is one real day per 72 native days");
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check(SeasonalSnowMelt.chance(SeasonalWeather.Season.SUMMER)==72
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&&SeasonalSnowMelt.chance(SeasonalWeather.Season.SPRING)==144
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&&SeasonalSnowMelt.chance(SeasonalWeather.Season.AUTUMN)==288
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&&SeasonalSnowMelt.chance(SeasonalWeather.Season.WINTER)==0,"Seasonal melt chances include the 72x real-time scale");
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deposit(l,AT,16);check(l.getBlockState(AT.above()).is(Blocks.SNOW_BLOCK),"Default two-block accumulation retained");
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clear(l);step(l,AT,1);
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check(layers(l,AT.above())==7&&layers(l,AT)==8,"Summer melts only one top layer");
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step(l,AT,7);check(l.getBlockState(AT.above()).isAir()&&layers(l,AT)==8,"Top block melts completely before the lower block");
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step(l,AT,8);check(l.getBlockState(AT).isAir()&&!tracked(l,AT),"Natural column vanishes without water; receipt removed");
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clear(l);
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until(l,AT,5000,()->layers(l,AT.above())==7&&layers(l,AT)==8,"Summer melts only one top layer");
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until(l,AT,20000,()->l.getBlockState(AT.above()).isAir()&&layers(l,AT)==8,"Top block melts completely before the lower block");
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until(l,AT,20000,()->l.getBlockState(AT).isAir()&&!tracked(l,AT),"Natural column vanishes without water; receipt removed");
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var built=new BlockPos(7,80,4);l.setBlockAndUpdate(built,Blocks.SNOW_BLOCK.defaultBlockState());step(l,built,64);check(layers(l,built)==8,"Untracked snow block preserved");
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var old=new BlockPos(8,80,4);snow(l,old,5);step(l,old,64);check(layers(l,old)==5,"Untracked old layers preserved");
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var base=new BlockPos(9,80,4);snow(l,base,3);deposit(l,base,5);clear(l);step(l,base,16);check(layers(l,base)==3&&!tracked(l,base),"Weather above manual layers melts only back to its base");
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var atop=new BlockPos(9,80,6);l.setBlockAndUpdate(atop,Blocks.SNOW_BLOCK.defaultBlockState());deposit(l,atop,8);clear(l);step(l,atop,16);check(layers(l,atop)==8&&l.getBlockState(atop.above()).isAir(),"Weather on a snow construction melts; construction stays");
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var base=new BlockPos(9,80,4);snow(l,base,3);deposit(l,base,5);clear(l);until(l,base,20000,()->layers(l,base)==3&&!tracked(l,base),"Weather above manual layers melts only back to its base");
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var atop=new BlockPos(9,80,6);l.setBlockAndUpdate(atop,Blocks.SNOW_BLOCK.defaultBlockState());deposit(l,atop,8);clear(l);until(l,atop,20000,()->layers(l,atop)==8&&l.getBlockState(atop.above()).isAir(),"Weather on a snow construction melts; construction stays");
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var replaced=new BlockPos(10,80,4);deposit(l,replaced,8);l.setBlockAndUpdate(replaced,Blocks.AIR.defaultBlockState());l.setBlockAndUpdate(replaced,Blocks.SNOW_BLOCK.defaultBlockState());clear(l);step(l,replaced,32);check(layers(l,replaced)==8&&!tracked(l,replaced),"Break and replacement cannot inherit melt permission");
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var thickened=new BlockPos(10,80,6);deposit(l,thickened,2);snow(l,thickened,6);clear(l);step(l,thickened,32);check(layers(l,thickened)==6&&!tracked(l,thickened),"Manual layer edit relinquishes natural provenance");
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var capped=new BlockPos(12,80,6);deposit(l,capped,8);snow(l,capped.above(),1);clear(l);step(l,capped,32);check(layers(l,capped)==8&&layers(l,capped.above())==1,"Manual thin snow cap protects its natural support");
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var roof=new BlockPos(11,80,4);deposit(l,roof,8);l.setBlockAndUpdate(roof.above(3),Blocks.STONE.defaultBlockState());clear(l);step(l,roof,32);check(layers(l,roof)==8,"Covered snow remains untouched");l.setBlockAndUpdate(roof.above(3),Blocks.AIR.defaultBlockState());step(l,roof,1);check(layers(l,roof)==7,"Uncovered natural snow resumes melt");
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var roof=new BlockPos(11,80,4);deposit(l,roof,8);l.setBlockAndUpdate(roof.above(3),Blocks.STONE.defaultBlockState());clear(l);step(l,roof,32);check(layers(l,roof)==8,"Covered snow remains untouched");l.setBlockAndUpdate(roof.above(3),Blocks.AIR.defaultBlockState());until(l,roof,10000,()->layers(l,roof)==7,"Uncovered natural snow resumes melt");
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command(l,"gamerule sanctuary:seasonal_snow_melt false");step(l,roof,32);check(layers(l,roof)==7,"Operator disables melting");command(l,"gamerule sanctuary:seasonal_snow_melt true");
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clock(l,"2026-01-10T12:00:00Z",SeasonalWeather.Season.WINTER);clear(l);step(l,roof,64);check(layers(l,roof)==7,"Winter never melts even with clear weather");
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clock(l,"2026-04-10T12:00:00Z",SeasonalWeather.Season.SPRING);clear(l);step(l,roof,64);check(l.getBlockState(roof).isAir(),"Spring progressively melts");
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deposit(l,roof,8);clock(l,"2026-10-10T12:00:00Z",SeasonalWeather.Season.AUTUMN);clear(l);step(l,roof,128);check(l.getBlockState(roof).isAir(),"Autumn progressively melts");
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clock(l,"2026-04-10T12:00:00Z",SeasonalWeather.Season.SPRING);clear(l);until(l,roof,30000,()->l.getBlockState(roof).isAir(),"Spring progressively melts");
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deposit(l,roof,8);clock(l,"2026-10-10T12:00:00Z",SeasonalWeather.Season.AUTUMN);clear(l);until(l,roof,50000,()->l.getBlockState(roof).isAir(),"Autumn progressively melts");
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deposit(l,roof,8);clock(l,"2026-07-10T12:00:00Z",SeasonalWeather.Season.SUMMER);
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command(l,"sanctuary weather snow");l.getWeatherData().setRaining(false);l.setRainLevel(0);step(l,roof,64);check(layers(l,roof)==8,"Forced summer snowfall blocks melting");
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command(l,"sanctuary weather snow_showers");l.getWeatherData().setRaining(false);l.setRainLevel(0);step(l,roof,64);check(layers(l,roof)==8,"Pauses in snow showers also block melting");
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@@ -84,7 +90,7 @@ public final class Melt109ClientChecks implements FabricClientGameTest {
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var l=server.overworld();clock(l,"2026-07-10T12:00:00Z",SeasonalWeather.Season.SUMMER);clear(l);
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check(!l.getGameRules().get(SeasonalSnowMelt.ENABLED),"Melt rule persists across restart");
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check(layers(l,PERSIST)==8&&layers(l,PERSIST.above())==8&&tracked(l,PERSIST)&&tracked(l,PERSIST.above()),"Chunk attachment survives native save/reload");
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command(l,"gamerule sanctuary:seasonal_snow_melt true");step(l,PERSIST,16);
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command(l,"gamerule sanctuary:seasonal_snow_melt true");until(l,PERSIST,30000,()->l.getBlockState(PERSIST).isAir()&&l.getBlockState(PERSIST.above()).isAir()&&!tracked(l,PERSIST), "Loaded natural snow melts and clears provenance");
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check(l.getBlockState(PERSIST).isAir()&&l.getBlockState(PERSIST.above()).isAir()&&!tracked(l,PERSIST),"Loaded natural snow melts and clears provenance: base="+l.getBlockState(PERSIST)+", top="+l.getBlockState(PERSIST.above())+", sky="+l.canSeeSky(PERSIST.above(2))+", active="+WeatherService.active(l)+", biome="+l.getBiome(PERSIST)+", season="+WeatherService.season(server));
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check(layers(l,new BlockPos(7,80,4))==8&&layers(l,new BlockPos(9,80,4))==3,"Built and preexisting snow preserved across restart");
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});
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@@ -92,13 +98,15 @@ public final class Melt109ClientChecks implements FabricClientGameTest {
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System.out.println("MELT109_NATIVE_PASS: accumulation regression, top-down melt, seasons, profiles, cold biomes, constructions, edit invalidation, gamerule, native chunk save/reload");
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}finally{intro.set(false);}
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}
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private static void deposit(ServerLevel l,BlockPos pos,int count){l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,1,l.getServer());command(l,"sanctuary weather snow");l.getWeatherData().setRaining(true);l.setRainLevel(1);step(l,pos,count);l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,0,l.getServer());}
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private static void deposit(ServerLevel l,BlockPos pos,int count){l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,1,l.getServer());command(l,"sanctuary weather snow");l.getWeatherData().setRaining(true);l.setRainLevel(1);int target=depth(l,pos)+count;until(l,pos,Math.max(1000,count*200),()->depth(l,pos)>=target,"Weather snow reaches depth "+target+" at "+pos);l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,0,l.getServer());}
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private static void clear(ServerLevel l){command(l,"sanctuary weather clear");l.getWeatherData().setRaining(false);l.setRainLevel(0);}
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private static void clock(ServerLevel l,String time,SeasonalWeather.Season expected){try{var field=RealtimeService.Session.class.getDeclaredField("clock");field.setAccessible(true);field.set(RealtimeService.session(l.getServer()),Clock.fixed(Instant.parse(time),ZoneOffset.UTC));check(WeatherService.season(l.getServer())==expected,"Test calendar: "+expected);}catch(ReflectiveOperationException e){throw new AssertionError(e);}}
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private static boolean tracked(ServerLevel l,BlockPos p){var m=l.getChunkAt(p).getAttached(SeasonalSnowMelt.NATURAL);return m!=null&&m.containsKey(Long.toString(p.asLong()));}
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private static void snow(ServerLevel l,BlockPos p,int layers){l.setBlockAndUpdate(p,Blocks.SNOW.defaultBlockState().setValue(SnowLayerBlock.LAYERS,layers));}
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private static int layers(ServerLevel l,BlockPos p){return SeasonalSnowMelt.layers(l.getBlockState(p));}
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private static int depth(ServerLevel l,BlockPos p){int total=0;for(int i=0;i<32;i++){int layers=layers(l,p.above(i));if(layers==0)break;total+=layers;}return total;}
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private static void step(ServerLevel l,BlockPos p,int n){for(int i=0;i<n;i++)l.tickPrecipitation(p);}
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private static void until(ServerLevel l,BlockPos p,int max,BooleanSupplier condition,String message){for(int i=0;i<max&&!condition.getAsBoolean();i++)l.tickPrecipitation(p);check(condition.getAsBoolean(),message);}
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private static void command(ServerLevel l,String s){l.getServer().getCommands().performPrefixedCommand(l.getServer().createCommandSourceStack(),s);}
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private static KeyEvent enter(){return new KeyEvent(InputConstants.KEY_RETURN,0,0);}
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private static void check(boolean ok,String message){if(!ok)throw new AssertionError(message);}
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+19
-15
@@ -6,6 +6,7 @@ import fr.koka.sanctuary.progression.SanctuaryGameplay;
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import fr.koka.sanctuary.weather.SnowAccumulation;
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import java.util.UUID;
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import java.util.concurrent.atomic.AtomicBoolean;
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import java.util.function.BooleanSupplier;
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import net.fabricmc.fabric.api.client.event.lifecycle.v1.ClientTickEvents;
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import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
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import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
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@@ -45,42 +46,45 @@ public final class Snow108ClientChecks implements FabricClientGameTest {
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if(enabled) {
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command(l,"sanctuary weather snow");l.setRainLevel(1);
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check(l.getGameRules().get(SnowAccumulation.MAX_HEIGHT)==2,"Default two blocks");
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for(int i=1;i<=7;i++){l.tickPrecipitation(AT);check(layers(l,AT)==i,"One layer per precipitation event: "+i);}
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check(SnowAccumulation.REALTIME_SCALE==12,"Snow accumulation uses the 12x real-time arrival scale");
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for(int i=1;i<=7;i++){int expected=i;until(l,AT,1000,()->layers(l,AT)==expected,"Layer "+i+" arrives through the native sampler");}
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var pig=EntityTypes.PIG.create(l,EntitySpawnReason.COMMAND);pig.setNoAi(true);pig.setNoGravity(true);pig.setPos(4.5,80.75,4.5);l.addFreshEntity(pig);
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l.tickPrecipitation(AT);check(l.getBlockState(AT).is(Blocks.SNOW_BLOCK),"Eighth layer becomes solid snow block");
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until(l,AT,1000,()->l.getBlockState(AT).is(Blocks.SNOW_BLOCK),"Eighth layer becomes solid snow block");
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check(l.getBlockState(AT).getCollisionShape(l,AT,CollisionContext.empty()).bounds().maxY==1,"Full block collision");
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check(pig.getY()>=81,"Growth lifts a standing entity");pig.discard();
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l.tickPrecipitation(AT);check(layers(l,AT.above())==1,"New layer begins above solid snow");
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for(int i=0;i<30;i++)l.tickPrecipitation(AT);
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until(l,AT,1000,()->layers(l,AT.above())==1,"New layer begins above solid snow");
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until(l,AT,2000,()->l.getBlockState(AT.above()).is(Blocks.SNOW_BLOCK),"Default cap fills a second block");
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check(l.getBlockState(AT.above()).is(Blocks.SNOW_BLOCK)&&l.getBlockState(AT.above(2)).isAir(),"Default cap at two blocks");
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command(l,"gamerule sanctuary:snow_accumulation_height 4");
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for(int i=0;i<30;i++)l.tickPrecipitation(AT);
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until(l,AT,5000,()->l.getBlockState(AT.above(3)).is(Blocks.SNOW_BLOCK),"Raised cap fills the fourth block");
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check(l.getBlockState(AT.above(3)).is(Blocks.SNOW_BLOCK)&&l.getBlockState(AT.above(4)).isAir(),"Operator raises cap to four blocks");
|
||||
command(l,"gamerule sanctuary:snow_accumulation_height -1");
|
||||
for(int i=0;i<16;i++)l.tickPrecipitation(AT);
|
||||
until(l,AT,3000,()->l.getBlockState(AT.above(5)).is(Blocks.SNOW_BLOCK),"Unlimited mode fills beyond the cap");
|
||||
check(l.getBlockState(AT.above(5)).is(Blocks.SNOW_BLOCK),"Unlimited mode continues upward");
|
||||
var fresh=new BlockPos(-5,80,-5);command(l,"gamerule sanctuary:snow_accumulation_height 0");l.tickPrecipitation(fresh);check(l.getBlockState(fresh).isAir(),"Sanctuary zero stops deposits");
|
||||
command(l,"gamerule sanctuary:snow_accumulation_height 2");l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,0,server);l.tickPrecipitation(fresh);check(l.getBlockState(fresh).isAir(),"Native zero remains authoritative");l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,1,server);
|
||||
l.setRainLevel(0);l.getWeatherData().setRaining(false);l.tickPrecipitation(fresh);check(l.getBlockState(fresh).isAir(),"No accumulation between showers");
|
||||
command(l,"sanctuary weather snow_showers");l.setRainLevel(1);l.getWeatherData().setRaining(true);l.tickPrecipitation(fresh);check(layers(l,fresh)==1,"Snow showers accumulate while falling");
|
||||
var flower=new BlockPos(-6,80,-6);l.setBlockAndUpdate(flower.below(),Blocks.GRASS_BLOCK.defaultBlockState());l.setBlockAndUpdate(flower,Blocks.DANDELION.defaultBlockState());l.tickPrecipitation(flower);check(l.getBlockState(flower).is(Blocks.DANDELION),"Plant preserved");
|
||||
var water=new BlockPos(-7,79,-7);l.setBlockAndUpdate(water,Blocks.WATER.defaultBlockState());l.tickPrecipitation(water);check(l.getBlockState(water).is(Blocks.WATER)&&l.getBlockState(water.above()).isAir(),"Open water not filled with snow");
|
||||
var roof=new BlockPos(7,83,-7);l.setBlockAndUpdate(roof,Blocks.STONE.defaultBlockState());l.tickPrecipitation(roof);check(layers(l,roof.above())==1&&l.getBlockState(roof.below()).isAir(),"Snow on roof, not indoors");
|
||||
var fresh=new BlockPos(-5,80,-5);command(l,"gamerule sanctuary:snow_accumulation_height 0");step(l,fresh,200);check(l.getBlockState(fresh).isAir(),"Sanctuary zero stops deposits");
|
||||
command(l,"gamerule sanctuary:snow_accumulation_height 2");l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,0,server);step(l,fresh,200);check(l.getBlockState(fresh).isAir(),"Native zero remains authoritative");l.getGameRules().set(GameRules.MAX_SNOW_ACCUMULATION_HEIGHT,1,server);
|
||||
l.setRainLevel(0);l.getWeatherData().setRaining(false);step(l,fresh,200);check(l.getBlockState(fresh).isAir(),"No accumulation between showers");
|
||||
command(l,"sanctuary weather snow_showers");l.setRainLevel(1);l.getWeatherData().setRaining(true);until(l,fresh,1000,()->layers(l,fresh)==1,"Snow showers accumulate while falling");
|
||||
var flower=new BlockPos(-6,80,-6);l.setBlockAndUpdate(flower.below(),Blocks.GRASS_BLOCK.defaultBlockState());l.setBlockAndUpdate(flower,Blocks.DANDELION.defaultBlockState());step(l,flower,200);check(l.getBlockState(flower).is(Blocks.DANDELION),"Plant preserved");
|
||||
var water=new BlockPos(-7,79,-7);l.setBlockAndUpdate(water,Blocks.WATER.defaultBlockState());step(l,water,200);check(l.getBlockState(water).is(Blocks.WATER)&&l.getBlockState(water.above()).isAir(),"Open water not filled with snow");
|
||||
var roof=new BlockPos(7,83,-7);l.setBlockAndUpdate(roof,Blocks.STONE.defaultBlockState());until(l,roof,1000,()->layers(l,roof.above())==1,"Snow on roof arrives");check(layers(l,roof.above())==1&&l.getBlockState(roof.below()).isAir(),"Snow on roof, not indoors");
|
||||
var cauldron=new BlockPos(8,80,-8);l.setBlockAndUpdate(cauldron,Blocks.CAULDRON.defaultBlockState());for(int i=0;i<200;i++)l.tickPrecipitation(cauldron);check(l.getBlockState(cauldron).is(Blocks.POWDER_SNOW_CAULDRON),"Native cauldron snow filling preserved");
|
||||
command(l,"sanctuary weather rain");l.setRainLevel(1);var rainy=new BlockPos(10,80,0);l.tickPrecipitation(rainy);check(l.getBlockState(rainy).isAir(),"Temperate rain is not snow");
|
||||
command(l,"sanctuary weather vanilla");cold(l);for(int i=0;i<8;i++)l.tickPrecipitation(new BlockPos(0,80,0));check(l.getBlockState(new BlockPos(0,80,0)).is(Blocks.SNOW_BLOCK),"Cold biome also accumulates with vanilla weather");
|
||||
command(l,"sanctuary weather vanilla");cold(l);until(l,new BlockPos(0,80,0),2000,()->l.getBlockState(new BlockPos(0,80,0)).is(Blocks.SNOW_BLOCK),"Cold biome also accumulates with vanilla weather");
|
||||
var light=new BlockPos(11,80,11);l.setBlockAndUpdate(light.below(),Blocks.GLOWSTONE.defaultBlockState());command(l,"sanctuary weather snow");l.setRainLevel(1);
|
||||
} else {
|
||||
cold(l);for(int i=0;i<40;i++)l.tickPrecipitation(AT);check(layers(l,AT)==1&&l.getBlockState(AT.above()).isAir(),"Non-Sanctuary world keeps native one-layer limit");
|
||||
}
|
||||
});
|
||||
if(enabled){c.waitTicks(8);world.getServer().runOnServer(s->{var l=s.overworld();var light=new BlockPos(11,80,11);check(l.getBrightness(LightLayer.BLOCK,light)>=10,"Test light propagated");for(int i=0;i<16;i++)l.tickPrecipitation(light);check(l.getBlockState(light).isAir(),"Bright surfaces do not accumulate");});}
|
||||
if(enabled){c.waitTicks(8);world.getServer().runOnServer(s->{var l=s.overworld();var light=new BlockPos(11,80,11);check(l.getBrightness(LightLayer.BLOCK,light)>=10,"Test light propagated");step(l,light,400);check(l.getBlockState(light).isAir(),"Bright surfaces do not accumulate");});}
|
||||
}
|
||||
System.out.println("SNOW108_NATIVE_PASS: layers, solid blocks, vertical stacking, entity lift, caps and commands, weather, light, supports, cauldron and vanilla world");
|
||||
}finally{intro.set(false);}
|
||||
}
|
||||
private static void cold(ServerLevel l){command(l,"fillbiome -8 76 -8 8 88 8 minecraft:snowy_plains");l.getWeatherData().setRaining(true);l.setRainLevel(1);}
|
||||
private static int layers(ServerLevel l,BlockPos p){var s=l.getBlockState(p);return s.is(Blocks.SNOW)?s.getValue(SnowLayerBlock.LAYERS):0;}
|
||||
private static void step(ServerLevel l,BlockPos p,int n){for(int i=0;i<n;i++)l.tickPrecipitation(p);}
|
||||
private static void until(ServerLevel l,BlockPos p,int max,BooleanSupplier condition,String message){for(int i=0;i<max&&!condition.getAsBoolean();i++)l.tickPrecipitation(p);check(condition.getAsBoolean(),message);}
|
||||
private static void command(ServerLevel l,String s){l.getServer().getCommands().performPrefixedCommand(l.getServer().createCommandSourceStack(),s);}
|
||||
private static KeyEvent enter(){return new KeyEvent(InputConstants.KEY_RETURN,0,0);}
|
||||
private static void check(boolean ok,String message){if(!ok)throw new AssertionError(message);}
|
||||
|
||||
@@ -21,6 +21,9 @@ import net.minecraft.world.level.levelgen.Heightmap;
|
||||
|
||||
/** Melt only known weather deposits, using the existing precipitation column sampler. */
|
||||
public final class SeasonalSnowMelt {
|
||||
/** One real day lasts 72 native Minecraft days. Keep the native sampler, slow only its melt chance. */
|
||||
public static final int REALTIME_SCALE = 72;
|
||||
|
||||
public static final GameRule<Boolean> ENABLED = GameRuleBuilder.forBoolean(true)
|
||||
.category(GameRuleCategory.UPDATES).buildAndRegister(SanctuaryMod.id("seasonal_snow_melt"));
|
||||
|
||||
@@ -77,12 +80,7 @@ public final class SeasonalSnowMelt {
|
||||
var chunk = level.getChunkAt(column);
|
||||
var entries = chunk.getAttached(NATURAL);
|
||||
if (entries == null || entries.isEmpty()) return;
|
||||
int chance = switch (WeatherService.season(level.getServer())) {
|
||||
case WINTER -> 0;
|
||||
case SPRING -> 2;
|
||||
case SUMMER -> 1;
|
||||
case AUTUMN -> 4;
|
||||
};
|
||||
int chance = chance(WeatherService.season(level.getServer()));
|
||||
if (chance == 0 || level.getRandom().nextInt(chance) != 0) return;
|
||||
var pos = level.getHeightmapPos(Heightmap.Types.MOTION_BLOCKING, column);
|
||||
// Thin layers are above the heightmap; a full snow block is just below it.
|
||||
@@ -103,5 +101,15 @@ public final class SeasonalSnowMelt {
|
||||
if (level.setBlockAndUpdate(pos, after)) remember(level, pos, entry.base, after);
|
||||
}
|
||||
|
||||
public static int chance(SeasonalWeather.Season season) {
|
||||
int seasonal = switch (season) {
|
||||
case WINTER -> 0;
|
||||
case SPRING -> 2;
|
||||
case SUMMER -> 1;
|
||||
case AUTUMN -> 4;
|
||||
};
|
||||
return seasonal == 0 ? 0 : seasonal * REALTIME_SCALE;
|
||||
}
|
||||
|
||||
private static String key(BlockPos pos) { return Long.toString(pos.asLong()); }
|
||||
}
|
||||
|
||||
@@ -16,8 +16,11 @@ import net.minecraft.world.level.block.state.BlockState;
|
||||
import net.minecraft.world.level.gamerules.GameRule;
|
||||
import net.minecraft.world.level.gamerules.GameRuleCategory;
|
||||
|
||||
/** One real layer per native precipitation tick; no additional chunk or entity scan. */
|
||||
/** Weather snow accumulation, using the native precipitation sampler without chunk scans. */
|
||||
public final class SnowAccumulation {
|
||||
/** Snowfall should remain visible during a session, but no longer stack instantly. */
|
||||
public static final int REALTIME_SCALE = 12;
|
||||
|
||||
public static final GameRule<Integer> MAX_HEIGHT = GameRuleBuilder.forInteger(2)
|
||||
.range(-1, 128).category(GameRuleCategory.UPDATES)
|
||||
.buildAndRegister(SanctuaryMod.id("snow_accumulation_height"));
|
||||
@@ -38,7 +41,7 @@ public final class SnowAccumulation {
|
||||
/** Return whether vanilla should perform its own deposit. */
|
||||
public static boolean replaceNative(ServerLevel level, BlockPos pos, boolean canSnow) {
|
||||
if (!canSnow || !ENABLED.contains(level.getServer())) return canSnow;
|
||||
if (canSnow) deposit(level, pos);
|
||||
if (level.getRandom().nextInt(REALTIME_SCALE) == 0) deposit(level, pos);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
name = "Sanctuary"
|
||||
author = "KOKA99CAB"
|
||||
version = "beta.142"
|
||||
version = "beta.143"
|
||||
pack-format = "packwiz:1.1.0"
|
||||
|
||||
[index]
|
||||
|
||||
Reference in New Issue
Block a user