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root = true
[*]
charset = utf-8
end_of_line = lf
insert_final_newline = true
trim_trailing_whitespace = true
indent_style = space
indent_size = 4
[*.{json,yml,yaml,toml}]
indent_size = 2
[*.md]
trim_trailing_whitespace = false
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* text=auto
*.java text eol=lf
*.json text eol=lf
*.toml text eol=lf
*.md text eol=lf
gradlew text eol=lf
gradlew.bat text eol=crlf
*.png binary
*.jar binary
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---
name: Bug
about: Signaler un comportement incorrect et le reproduire
title: "[Bug] "
---
## Résultat observé
Décrire le problème et son impact sur le jeu.
## Résultat attendu
Décrire le comportement correct.
## Étapes de reproduction
1. Ouvrir…
2. Faire…
3. Observer…
## Environnement
- Version de Minecraft :
- Version de Sanctuary ou commit :
- Version de Fabric Loader et Fabric API :
- Client seul ou serveur dédié :
- Autres mods pertinents :
- Fréquence : toujours / parfois / une fois :
## Monde concerné
Pour un problème de terrain, d'entités ou de position :
- Seed :
- Dimension et coordonnées :
- Monde nouvellement créé ou sauvegarde existante :
- Type de monde et paramètres Sanctuary :
## Logs et captures utiles
Ajouter uniquement les éléments nécessaires à la reproduction. Retirer les secrets et informations personnelles. Indiquer si le problème survient aussi dans une sauvegarde de développement neuve, si ce test a été fait.
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---
name: Fonctionnalité
about: Proposer un incrément jouable de Sanctuary
title: "[Feature] "
---
## Ce que le joueur doit pouvoir faire
Décrire le résultat souhaité et son utilité en quelques phrases.
## Périmètre
Indiquer les systèmes concernés et les dépendances éventuelles. Faire un ticket distinct pour les idées qui peuvent être livrées séparément.
## Critères d'acceptation
- [ ] Un comportement observable et vérifiable.
- [ ] Un cas limite important, si nécessaire.
## Contexte et références
Exemples, croquis, liens vers la vision, ancien fichier ou commit utile. Pour la génération : seed, coordonnées, dimensions et configuration si elles sont connues.
## Décisions encore ouvertes
Valeurs d'équilibrage, règles, interface ou contraintes qui doivent être fixées pendant le ticket.
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name: Build Sanctuary
on: [push, pull_request]
jobs:
build:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-java@v4
with:
distribution: temurin
java-version: '25'
- uses: actions/setup-python@v5
with:
python-version: '3.12'
- name: Verify and build
run: ./gradlew --no-daemon check build assemblePack
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.DS_Store
.gradle/
**/build/
**/run/
**/out/
.idea/
*.iml
*.jar
!gradle/wrapper/gradle-wrapper.jar
*.mrpack
logs/
crash-reports/
saves/
screenshots/
.env
.env.*
!.env.example
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# Sanctuary Beta — travail par tickets
Ce dépôt contient le pack Sanctuary et ses mods. Lire `README.md`, puis le ticket concerné.
La vision est dans `docs/vision.md` ; elle décrit aussi des fonctionnalités futures.
- Avant une modification, lire l'état Git et préserver les changements existants.
- Un ticket correspond à un résultat jouable ou vérifiable et à une branche `codex/<sujet>`.
- Garder les changements ciblés. Le dépôt voisin `26.2` est une référence historique, pas une cible de modification ou de déploiement.
- Les sources Java sont dans `mods/<mod>/`, le manifeste du pack dans `packwiz/`.
- Les règles de jeu et sauvegardes font autorité côté serveur. Les mods autonomes gardent leur propre responsabilité.
- Ne pas modifier un monde existant, régénérer des chunks, changer un format de sauvegarde ou activer une expansion sans contrat de migration explicite.
- Garder les identifiants `sanctuary:*` stables et documenter toute évolution de la génération avec graine et version.
- Ajouter les libellés FR/EN des nouvelles interfaces. Vérifier les dépendances pour la version Minecraft exacte ; aucune compatibilité supposée à partir du nom d'un mod.
- Lancer `./gradlew check build` pour livrer du code, et `./gradlew assemblePack` si la distribution change. Ajouter seulement les tests utiles au comportement touché.
- Pour chaque nouvelle livraison du mod, incrémenter `mod_version` et `pack_version` dans `gradle.properties`, synchroniser `packwiz/pack.toml` et documenter le changement. Une simple modification documentaire n'incrémente pas les binaires.
- Le pack Beta suit un canal packwiz stable et une seule instance Prism. Pour une mise à jour demandée, suivre `docs/packwiz.md` : publier un artefact vérifié et immuable, avancer le canal, puis synchroniser l'instance existante en conservant ses sauvegardes et réglages.
- Ne pas versionner de secrets, mondes, JAR générés ou dépendances téléchargées. Le wrapper Gradle fait exception.
- Ne pas déployer dans une installation de jeu ou un serveur personnel sans demande correspondante. Les serveurs de test restent dans les dossiers de développement ignorés.
- Une livraison explique le résultat, les vérifications effectuées et les limites encore ouvertes. Ne pas marquer une intention comme implémentée.
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# Changelog
## 0.1.0-alpha.11 — 2026-09-09
- Deux choix à la création : **Petit** (512 blocs de diamètre nominal)
et **Grand** (environ 724 blocs), Grand par défaut. Leur aire nominale varie
dun facteur deux, sur une hauteur de 384 blocs. Les repères internes 5/10
ne désignent pas un nombre garanti de joueurs.
- Nouveau réglage `sanctuary:population_10` pour Grand. Les anciens formats
20/100 disparaissent des choix publics, mais restent chargeables avec leurs
identifiants et leur relief enregistrés. Aucune île existante nest réduite.
- Cache des coins dinterpolation conservant larithmétique exacte du moteur,
borné à 192 Kio par thread. Les plans régionaux déjà calculés restent lisibles
pendant le calcul dune nouvelle région ; le sampler est compilé une seule
fois par plan.
- À géométrie 20 identique, création et 289 chunks : 407,43 → 62,54 s
(84,65 %). Exploration de 80 chunks : 103,14 → 14,05 s. Le nouveau Grand
atteint 62,67 s sur le protocole de départ. Une seule mesure par version,
graine 0, M1/8 Gio : ce sont des temps serveur jusqu’à FULL, pas des FPS
ni une garantie de délai en jeu.
Validation : `check build assemblePack`, douze tests moteur pour Petit et
Grand, 1 800 ticks de fluides, persistance des quatre références et
3 183 804 comparaisons bit à bit de densités réelles, plus 122 528 synthétiques.
Les sources historiques de forme et les anciens réglages sont conservés.
Voir [Validation](docs/testing.md) et [Distribution](docs/packwiz.md).
Le canal stable est publié et la même instance Prism est synchronisée deux fois,
avec les 364 fichiers personnels et réglages suivis conservés.
## 0.1.0-alpha.10 — 2026-09-09
- Trois tailles de départ : **Sanctuary (20 joueurs)** par défaut, plus les
variantes 5 et 100 joueurs. Diamètres nominaux de 512, 1 024 et environ
2 290 blocs, hauteur de 384 blocs ; aucune limite de connexions modifiée.
- Nouvelles générations `sanctuary:population_5`, `population_20` et
`population_100`. Forêts, cavités, décorations et plans deau/lave couvrent
la nouvelle emprise par régions locales ; une structure hydraulique qui
dépasse son domaine est écartée en entier.
- Capacité persistante sur disque, ancien réglage alpha.9 conservé ;
212 anciens fichiers de production inchangés et huit fichiers de liaison
ou dinterface adaptés. Aucune ancienne île agrandie ou régénérée.
Validation : `check build assemblePack` réussi, puis onze tests moteur
réussis pour chacun des profils 5/20/100 sur la graine `0`, avec 1 800 ticks
réels. Le MRpack et le ZIP damorçage sont vérifiés localement. Les mesures
sont limitées aux chunks inspectés ; elles ne constituent ni un inventaire
global ni une simulation de cent joueurs. Le premier plan local reste coûteux
et la génération en masse reste à optimiser. Publication et synchronisations
du canal sont consignées séparément dans [Distribution](docs/packwiz.md).
## 0.1.0-alpha.9 — 2026-09-09
- Cavités luxuriantes éclairées par leur végétation, secteurs à spéléothèmes
et géodes daméthyste recherchés sous l’île, sur des supports naturels.
- Province de soufre limitée dans les profondeurs ; geysers utilisant
les blocs et conditions de fonctionnement de Minecraft 26.3-pre-2.
- Forêts et rivière de surface conservées ; recherche de lacs plus profonds
et volumineux et de groupes facultatifs de bassins en terrasses reliés par
des cascades. Les « rizières » désignent le relief aquatique, sans culture
de riz ni mécanique dascenseur ajoutée au joueur.
- Nouvelle clé `sanctuary:sanctuary_cavern`, réservée aux nouveaux mondes.
Les générations jusqu’à lalpha.8 restent séparées ; aucune sauvegarde
existante nest convertie ou régénérée.
Validation : au moins dix tests requis réussis sur chacune des graines `0`,
`42` et `8675309`, avec 1 800 ticks de fluides ; `check build assemblePack`
réussi. Les preuves cumulées comprennent deux bassins en terrasses reliés,
un geyser dormant puis éruptif, des baies lumineuses, des spéléothèmes et de
laméthyste bourgeonnante. Les mesures et leurs périmètres figurent dans
[Validation](docs/testing.md). Release et canal packwiz publiés ; double
synchronisation isolée puis dans la même instance Prism réussie, avec 260
fichiers personnels et réglages conservés. Aucun site ni stock nest garanti
sur chaque graine.
## 0.1.0-alpha.8 — 2026-09-09
- Forêts de surface conservées, avec de nouvelles failles courbes qui retirent
de la roche pour ouvrir lintérieur de l’île.
- Nappes de tuf, cobblestone, pierre moussue et boue compactée dans les étages
humides ; ardoise des abîmes, roche noire et basalte plus bas. Les poches de
soufre et de cinabre peuvent apparaître à des altitudes plus accessibles.
- Davantage dessais de petits filons de charbon, fer et cuivre, y compris
au contact de lair. Ajout de l’émeraude et adaptation des huit familles de
minerais aux nouvelles roches, sans quota de remplissage.
- Décoration des corniches revue avec de gros champignons, des petits
champignons plus dispersés et des sols de mousse, podzol et mycélium.
- Bassins plus grands et recherche dune
longue rivière calme au tracé arrondi, de largeur variable, soutenue par la
roche, avec bassins terminaux, berges progressives et source en paroi.
- Recherche prioritaire de la poche de lave couverte entre Y=64 et Y=160,
avec recherche plus haute si aucun site profond ne convient. Les sources
profondes supplémentaires produisent leurs coulées par les ticks vanilla.
- Nouvelle clé `sanctuary:sanctuary_rift` ; les anciennes générations jusqu’à
lalpha.7 restent séparées. Cet incrément nécessite un **nouveau monde Sanctuary**.
Validation : tests serveur réussis sur chacune des graines `0`, `42` et
`8675309`, avec les bassins terminaux, la continuité des champignons et
1 800 ticks réels de fluides. `check build assemblePack` réussi sur la graine
`42`. Les mesures et leurs limites figurent dans [Validation](docs/testing.md).
Publication immuable et canal packwiz vérifiés, avec deux synchronisations
dans un dossier neuf puis deux dans la même instance Prism ; sauvegardes et
réglages conservés.
Aucune rivière, coulée ou réserve de ressources nest garantie pour chaque graine.
## 0.1.0-alpha.7 — 2026-09-08
- Forêts de chênes plus denses, y compris au cœur et sur les hauteurs de l’île,
avec bouleaux, clairières fleuries et bois plus secs.
- Vrais chênes noirs, champignons, podzol et mycélium sur les corniches intérieures
humides ; mousse plus ponctuelle et rares poches de jungle/bambou.
- Un emplacement facultatif pour un arbre remarquable (cerisier favorisé,
épicéa, jungle, acacia, palétuvier ou chêne pâle), sans terrain ajouté.
- Nappes de pierre, andésite, diorite et granite sur les affleurements ; dépôts
épais de sable, gravier et argile associés aux bassins. Rares matières de
soufre dans les profondeurs, sans grands bassins souterrains.
- Petits filons de charbon, fer et cuivre autorisés à affleurer, avec des essais
sur les roches de surface et les corniches pour les rendre repérables.
- Nouvelle clé `sanctuary:sanctuary_woodland`, avec formes, hauteur, ciel et
plans deau conservés. Créer un **nouveau monde Sanctuary** ; les sauvegardes
alpha.6 et antérieures conservent leur génération.
Validation : dix tests serveur réussis sur chacune des graines `0`, `42` et
`8675309`, arbres et minerais réellement observés, 1 800 ticks de fluides,
et `check build assemblePack` réussi.
## 0.1.0-alpha.6 — 2026-09-08
- Palette tempérée plus douce, avec des couleurs communes pour lherbe, le
feuillage et leau. Dappled Forest quitte l’île initiale et reste réservé
aux futurs continents ; les sauvegardes alpha.5 le conservent.
- Prairies fleuries et affleurements rocheux plus étendus, avec une répartition
des biomes selon laltitude. Les corniches inférieures peuvent porter de la
mousse, des fougères, des fleurs et des petits arbustes.
- Sources recherchées aussi dans les parois des strates inférieures. Les
cascades peuvent rejoindre un palier ou descendre dans le vide.
- Retrait des courts ruisseaux à niveau constant : l’île conserve ses étangs
et petits lacs. La grande rivière avec source, chute et bassin reste à
développer ; elle nest pas activée dans cette livraison.
- Nouvelle clé `sanctuary:sanctuary_layered`, avec les anciennes générations
conservées. Créer un **nouveau monde Sanctuary** pour cet incrément.
Validation : dix tests serveur réussis sur chacune des graines `0`, `42` et
`8675309`, avec 1 800 ticks de fluides, contrôles des corniches et respect des
modifications ultérieures aux sources. `check build assemblePack` réussi.
## 0.1.0-alpha.5 — 2026-09-08
- Plages plus larges et irrégulières, en nappes de sable, gravier et roche, avec
des transitions herbeuses. Dépôts de 3 à 5 blocs au lieu dune seule couche.
- Étangs et lacs moins creusés, rives variées et petites terrasses ; la canne
à sucre reste soumise à ses conditions vanilla.
- Quelques sources sortent de niches rocheuses naturelles à différentes
altitudes. Leurs cascades peuvent descendre dans le vide et servir à circuler
verticalement ; seuls les blocs sources sont posés par la génération.
- Petite réserve de lave dans une niche rocheuse accessible lorsque le relief
fournit un fond, des parois et une voûte adaptés.
- Mosaïque de cinq biomes tempérés, dont Dappled Forest de Minecraft 26.3.
- Petits filons de charbon, fer, cuivre, or, redstone, lapis et diamant à des
altitudes adaptées à l’île. Aucun quota ajouté après comptage des ressources.
- Nouvelle clé de génération `sanctuary:sanctuary_natural` ; anciennes versions
de terrain et dhydrologie conservées pour les sauvegardes existantes.
Créer un **nouveau monde Sanctuary** pour tester cette génération. La hauteur
et le ciel validés en alpha.3/4 sont conservés. Laccès à lEnd, les expansions
et les grandes rivières en pente restent à développer.
Validation : dix tests serveur réussis sur chacune des graines 0, 42 et 8675309,
avec 1 800 ticks réels de fluides. Les bassins et les réserves de lave restent
stables ; les neuf cascades atteignent Y=0. `check build assemblePack` et les
contrôles des couches de sédiments, des anciens générateurs et du pack réussissent.
## 0.1.0-alpha.4 — 2026-09-08
- Première hydrologie de surface : étangs, petits lacs et cours deau calmes
adaptés au relief, avec vérification du fond et des berges.
- Fonds de sable, gravier et argile, berges sableuses et canne à sucre
placée après la végétation lorsque ses conditions vanilla sont réunies.
- Hauteur, ciel et densité du terrain alpha.3 conservés ; nouveaux paramètres
dédiés pour préserver la génération des anciennes sauvegardes.
- Plan déterministe indépendant de lordre de génération des chunks, sans
digue ajoutée, remplissage de cavité souterraine ni mer globale.
Créer un **nouveau monde Sanctuary** pour tester lhydrologie. Le pack continue
à se mettre à jour dans la même instance Prism. Les grandes rivières en pente,
cascades, océans et eaux des futurs continents restent à développer.
Validation : 10/10 tests serveur réussis sur chacune des graines 0, 42 et
8675309, avec eau contenue après simulation réelle, continuité du cours deau
et canne à sucre valide. Tests de forme et de déterminisme également réussis.
Les cartes de blocs sont inspectées ; laspect dans le client reste à tester.
## 0.1.0-alpha.3 — 2026-09-08
- Nouveaux mondes Sanctuary sur 384 blocs de hauteur, avec l'île relevée de
64 blocs et un dessous sculpté pour remplacer l'ancien fondu horizontal.
- Nuages relevés et suppression du disque sombre de l'horizon et du
noircissement d'altitude propres au vide dans ces nouveaux mondes.
- Anciens paramètres de monde conservés : aucune translation de blocs ou
modification de la hauteur des sauvegardes existantes.
- Premier champ de recherche climatique documenté : nord froid, sud chaud,
ouest sec, est humide et leurs combinaisons dans les quatre diagonales.
- Relevé de développement des blocs et ressources après génération, avec
emprise et complétude explicites. Aucun quota n'influence le terrain.
Les étangs, lacs de surface, rivière, berges à canne à sucre et plages de l'île
tempérée restent à implémenter. Le contrat de cette hydrologie et de l'expansion
est dans [Expansion et ressources](docs/expansion.md).
Créer un **nouveau monde Sanctuary** pour la hauteur et le ciel de l'alpha.3.
Le pack se met à jour dans la même instance Prism.
Validation : build et pack réussis, 8 tests serveur réussis sur chacune des
graines 0, 42 et 8675309, injections de rendu vérifiées dans le vrai client.
Le relevé complet de la graine 0 et les limites des essais sont documentés dans
[Validation](docs/testing.md) et [Expansion et ressources](docs/expansion.md).
## 0.1.0-alpha.2 — 2026-09-08
- Suppression du noyau elliptique qui ajoutait une masse artificielle au centre.
- Sculpture progressive du contour par érosion en trois dimensions ; retrait
des faces hautes et basses pour réduire les grandes tranches verticales.
- Spawn recherché sur le terrain naturel, avec une surface de 3 × 3 privilégiée.
- Canal packwiz stable et release versionnée, pour mettre à jour la même
instance Prism avant chaque lancement.
Validation : `./gradlew check build assemblePack`, tests de densité compilée,
coupes du générateur et tests serveur sur plusieurs graines. Voir
[Validation](docs/testing.md) et [Distribution Prism](docs/packwiz.md).
Tester la génération dans un **nouveau monde Sanctuary**. Les chunks déjà
générés conservent leur ancien terrain ; les sauvegardes ne sont pas régénérées.
Minecraft reste en 26.3-pre-2, avec Fabric Loader 0.19.5.
## 0.1.0-alpha.1 — 2026-09-08
Première base indépendante de Sanctuary Beta pour Minecraft 26.3-pre-2 / Fabric.
- Construction Java 25 / Gradle reproductible, CI Gitea et modèles de tickets.
- Vision du projet conservée et audit du générateur 26.2 documenté.
- Preset Sanctuary : île flottante finie issue du bruit historique, forêt de
départ utilisant les ressources vanilla et extérieur vide.
- Spawn initial près de l'origine, recherché sur une surface pleine et libre.
- Tests de forme et tests sur un vrai serveur Minecraft de développement.
- Manifeste packwiz avec Fabric API épinglé et assemblage du mod local.
Validation : `./gradlew check build assemblePack` réussit. Le serveur de test
valide le spawn `(0, 118, 0)`, 12 chunks extérieurs entièrement vides et le
déterminisme du bruit compilé. Voir [Validation](docs/testing.md) pour les seeds,
les limites des tests et les vérifications manuelles restantes.
Cette version prépare le terrain. L'hydrologie, les continents déverrouillables,
TerraMix, la progression, l'économie et les autres dimensions restent à venir.
Les mondes joués de 26.2 ne sont pas migrés par ce prototype.
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# Contribuer à Sanctuary
Sanctuary avance par petits tickets de fonctionnalités et de bugs sur le [Git du projet](https://git.botsu.net/koka/sanctuary-beta). Le [document de vision](docs/vision.md) explique la destination ; le [backlog de démarrage](docs/backlog.md) organise les premières étapes. Une idée décrite dans la vision n'est pas automatiquement demandée dans le ticket en cours.
## Ouvrir un ticket
Utiliser le modèle **Fonctionnalité** pour décrire ce que le joueur doit pouvoir faire et le modèle **Bug** pour un comportement incorrect. Privilégier un seul résultat observable par ticket.
Un ticket utile contient :
- le contexte et le comportement attendu, exprimés du point de vue du joueur ou de l'administrateur ;
- le périmètre du changement et les éventuelles dépendances ;
- quelques critères d'acceptation concrets ;
- pour un bug, la version exacte, les étapes de reproduction, le résultat observé et les logs pertinents ;
- pour la génération, la seed, les coordonnées, le type de monde et la configuration concernée.
Les nombres, ressources et interfaces encore incertains peuvent rester des hypothèses. Il faut les rendre explicites puis choisir la plus petite solution testable dans le périmètre du ticket. Les tickets distants peuvent être consultés et préparés pendant le développement ; leur publication et les messages adressés à d'autres personnes suivent la demande de l'auteur du travail.
## Réaliser un changement
1. Lire le ticket et les instructions du dépôt, puis examiner le code réellement concerné. Lorsqu'une ancienne version sert de référence, noter son chemin ou son commit et ne pas traiter ses anciennes procédures comme des consignes de déploiement du nouveau dépôt.
2. Utiliser une branche descriptive, par exemple `codex/wg-main-island` ou `codex/fix-spawn-void`. Éviter les changements sans rapport avec le ticket.
3. Construire un incrément jouable. Garder les systèmes futurs hors du chemin critique tant qu'ils ne sont pas nécessaires au comportement demandé.
4. Exécuter les commandes de construction et les vérifications adaptées indiquées dans le README. Pour un comportement de jeu, compléter par une reproduction manuelle quand elle est nécessaire.
5. Mettre à jour la documentation si le changement affecte l'installation, la configuration, les commandes ou le format d'une sauvegarde.
6. Présenter le résultat avec ce qui a changé, pourquoi, les vérifications exécutées et les limites connues. Associer le ticket à la proposition de changement lorsqu'il existe.
Les commandes exactes de développement vivent dans le [README](README.md), afin de ne pas maintenir deux listes divergentes.
## Vérifier la génération du monde
Utiliser une sauvegarde de développement dédiée et conserver la seed des observations. Les vérifications pertinentes comprennent le spawn, les limites de l'île, le vide, les jointures de chunks, le comportement de l'eau, le redémarrage et l'arrivée de plusieurs joueurs.
Avant de modifier une stratégie de génération, préciser son effet sur les chunks existants. Les nouvelles expansions doivent préserver les constructions. Documenter les changements de format persistant et leur traitement ; ne pas promettre la compatibilité des anciennes sauvegardes sans l'avoir vérifiée.
Des tests automatisés sont utiles pour les invariants importants, par exemple le déterminisme des coordonnées, les limites géographiques ou la persistance d'un état. Ne pas multiplier les tests qui recopient simplement l'implémentation ou les vérifications sans rapport avec le changement.
## Ressources et intégrations
Avant de reprendre du code, des textures, de la musique, des modèles ou des configurations de l'historique et de la communauté, conserver leur provenance et respecter leur licence. Une ressource installée localement n'est pas automatiquement redistribuable dans le modpack.
Sanctuary, son modpack, It's Alive !, Only Fun et Master Key ont des responsabilités distinctes. Une intégration commence par un ticket qui précise la version supportée, la dépendance réelle et le comportement en son absence. L'ajout d'une dépendance ou d'un module doit répondre à un besoin livré.
## Signaler les résultats
Une description de changement doit être compréhensible sans lire la conversation de développement. Pour un bug, donner si possible un exemple avant/après. Indiquer ce qui a été testé réellement ; une compilation réussie ne prouve pas à elle seule qu'une génération est agréable ni qu'une session multijoueur fonctionne.
Les captures, logs et sauvegardes partagées doivent être limités au contexte utile et ne pas inclure de jetons, données d'authentification ou informations personnelles inutiles. Ne pas ajouter les répertoires d'exécution, les caches ou les mondes complets au dépôt par défaut.
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Sanctuary 26.2 is licensed under GPL-3.0-or-later.
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@@ -1,269 +1,130 @@
# Sanctuary
# Sanctuary — historique des notes de livraison
Sanctuary est une extension gratuite de Minecraft qui transforme le jeu en un
monde flottant d'exploration, de production et de progression collective.
Les joueurs commencent ensemble sur Sanctuary Island et construisent les
infrastructures qui permettront progressivement d'ouvrir de nouveaux continents.
Posts historiques après **alpha.30.7**, jusqu’à **beta.110**.
> Sanctuary is a free expansion of Minecraft that reshapes the game around a
> floating world. Players begin together on Sanctuary Island, isolated in the
> void. By exploring, building infrastructure and producing resources, they
> progressively unlock new floating continents, each with its own geography.
> Rather than a linear campaign, the server itself becomes a world that grows
> through the action of its players.
**Version distribuée : [Sanctuary beta.110](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.110).** Son post et ses pièces jointes sont conservés.
Ce dépôt démarre la nouvelle base Fabric. La [vision complète](docs/vision.md)
conserve les intentions ; le [backlog](docs/backlog.md) prépare les premiers
tickets. Les systèmes d'expansion, d'économie, de progression et les dimensions
décrits dans la vision ne sont pas encore implémentés.
Cette branche contient uniquement des documents. Les tags `notes/beta.xxx` sont des repères documentaires ; leurs archives Gitea ne sont pas les sources historiques du mod. Les posts beta.060, beta.061, beta.092 et beta.110 utilisent les tags de code exacts déjà publiés.
## Socle livré jusqu’à lalpha.8
**109 posts** sont recensés : beta.001 à beta.110, sauf beta.021, chantier finalisé en beta.023 sans livraison indépendante. Le post beta.076 décrit un lot intégré à beta.077 et précise labsence de pack beta.076 séparé. Lalpha.30.7 possède déjà son [post](https://git.botsu.net/koka/sanctuary-beta/releases/tag/v0.1.0-alpha.30.7).
- Mod `sanctuary` indépendant et pack Sanctuary construit avec packwiz.
- Preset **Sanctuary** sélectionnable à la création d'un monde, avec une île
flottante finie, un terrain naturel et un extérieur vide.
- Île tempérée aux teintes douces : forêts de chênes et de bouleaux, clairières
fleuries et affleurements de pierre, andésite, diorite et granite. Des failles
courbes ouvrent le terrain flottant issu du générateur 26.2. Les corniches
humides accueillent chênes noirs et champignons ; les essences rares restent
ponctuelles.
- Géologie enrichie en profondeur : tuf, pierres moussues et boue compactée
dans les intérieurs humides, puis ardoise des abîmes, roche noire, basalte et
poches de soufre. Les volumes existants fournissent leur support.
- Petits filons de charbon, fer, cuivre, or, redstone, lapis, diamant et émeraude
à des altitudes adaptées au terrain. Les essais de charbon, fer et cuivre
exposés sont plus fréquents. Les stocks se constatent après génération.
- Spawn recherché sur le sol de l'île lors de la création. Les mondes ordinaires
et les choix ultérieurs de spawn ne sont pas remplacés.
- Nouveaux mondes sur 384 blocs (`Y=0..383`), île relevée de 64 blocs,
dessous sculpté et nuages au-dessus du terrain. Les anciennes sauvegardes
conservent leurs paramètres de génération.
- Étangs, petits lacs, plages plus larges et dépôts de
trois à cinq blocs de sable, gravier, pierre ou terre enherbée. La canne à
sucre apparaît lorsque les rives respectent ses règles vanilla.
- Recherche de bassins plus grands et dune longue rivière calme au tracé
arrondi, avec largeur variable et berges progressives. La liaison de deux
bassins, sa source et sa cascade entrante sont contrôlées dans les mondes
de test de lalpha.8.
- Quelques sources dans des niches rocheuses naturelles, y compris aux étages
inférieurs : Minecraft fait couler leur eau en cascades, qui peuvent descendre jusque dans le vide.
- Une petite poche de lave couverte est recherchée en priorité sur une corniche
profonde, puis plus haut si nécessaire. Une à deux sources profondes
supplémentaires peuvent former des coulées, vérifiées par les ticks du moteur.
Chaque texte décrit sa version historique ; les livraisons suivantes ont pu modifier les mêmes règles. Les vérifications annoncées viennent des comptes rendus de livraison, sans nouvelle exécution des tests de jeu lors de la publication des notes.
Jusqu’à lalpha.9, l’île a une emprise nominale de 512 blocs de diamètre, avec une bordure sculptée
par des bruits liés à la seed. Aucune masse centrale n'est ajoutée pour forcer
le terrain : le spawn cherche un emplacement naturel. Le catalogue
TerraMix, les continents déverrouillables, les océans, les ruines et
les autres fonctionnalités restent à construire par tickets.
## Publication
La génération alpha.8, `sanctuary:sanctuary_rift`, passe les contrôles moteur
sur les trois graines de référence, avec 1 800 ticks de fluides. Ces résultats
ne valident pas par avance lincrément suivant. Les observations et leurs
limites figurent dans [Validation](docs/testing.md).
- **15 septembre 2026 :** 63 posts publiés et vérifiés, 139 pages/liens accessibles, 34 releases antérieures et leurs pièces jointes conservées. Reçu : [publication.json](publication.json).
- **17 septembre 2026 :** extension préparée pour beta.063 à beta.110, soit 48 posts dont 45 nouveaux. Les posts beta.063, beta.064 et beta.110 existants sont conservés. [Manifeste](manifest-063-110.json) · [Sources et particularités historiques](sources-063-110.json).
## Alpha.9 : cavités vivantes et terrasses deau
## Index des posts
Lincrément ajoute des cavités luxuriantes et lumineuses sous l’île, des
secteurs à spéléothèmes, des géodes daméthyste et des poches de soufre moins
envahissantes, avec de vrais geysers de soufre lorsque leurs conditions sont
réunies. Les forêts de surface sont conservées ; la recherche de lacs plus
profonds et volumineux accompagne des groupes facultatifs de bassins naturels
étagés. Leurs cascades relient les paliers et permettent de circuler par la nage.
Limage des « rizières » décrit ce paysage deau en terrasses : aucune culture
de riz nest ajoutée.
**La validation moteur alpha.9 passe sur les trois graines de référence.**
Les preuves de terrasses, geysers et décor souterrain sont cumulées sur ces
trois mondes, sans imposer chaque élément à chacun. La version est publiée
et la même instance Prism est synchronisée ; voir [Distribution](docs/packwiz.md). Le
nouveau réglage `sanctuary:sanctuary_cavern` nécessite de créer un **nouveau
monde Sanctuary**. Les anciennes générations jusqu’à lalpha.8 gardent leurs
paramètres ; aucune sauvegarde nest régénérée. Les cavités restent dans
lOverworld, sans créer la dimension des cavernes prévue par la vision.
Dappled Forest reste réservé aux futurs continents et présent dans les
anciennes sauvegardes alpha.5. Aucun lac, groupe de terrasses, geyser ou stock
de ressources nest garanti sur chaque graine. Voir le ticket local
[WG-10](docs/backlog.md).
## Alpha.10, historique : îles pour 5, 20 ou 100 joueurs
Lalpha.10 proposait trois tailles, avec **20 joueurs par défaut**.
Leur aire nominale est proportionnelle à la capacité choisie, sur la base
de l’île de 512 blocs pour cinq joueurs. La hauteur reste de 384 blocs.
| Choix à la création | Identifiant du preset | Capacité | Diamètre nominal |
| --- | --- | --- | --- |
| Sanctuary 5 joueurs | `sanctuary:sanctuary_5` | 5 | 512 blocs |
| Sanctuary, choix par défaut | `sanctuary:sanctuary` | 20 | 1 024 blocs |
| Sanctuary 100 joueurs | `sanctuary:sanctuary_100` | 100 | Environ 2 290 blocs |
Ces capacités dimensionnent l’île ; elles ne fixent pas la limite de
connexions du serveur. Le contour réel dépend du relief et de la graine,
et le stock de ressources reste celui de la génération. La taille se choisit
pour un **nouveau monde** : aucune ancienne île nest agrandie et aucune
sauvegarde nest régénérée lors de la mise à jour.
Les paramètres sauvegardés sont distincts : `sanctuary:population_5`,
`sanctuary:population_20` et `sanctuary:population_100`.
**Les trois profils passent les onze tests moteur sur la graine `0`, avec
1 800 ticks réels de fluides.** Le choix de capacité persiste après écriture
et relecture sur disque. La vérification conserve 212 anciens fichiers de
production strictement identiques ; huit fichiers dintégration ou dinterface
accueillent les nouveaux choix. La première planification locale reste coûteuse,
environ 8388 secondes pour les premiers essais 5/20 sur cette configuration.
La génération en masse reste à optimiser. Ces essais ne simulent pas
100 connexions et ne donnent aucune garantie de performances multijoueurs.
Les diamètres nominaux ne permettent pas dextrapoler les stocks ou laire
réellement habitable. La version est publiée et la même instance Prism a été
synchronisée deux fois, avec 363 fichiers personnels et réglages suivis conservés.
Voir [WG-11](docs/backlog.md), [Validation](docs/testing.md) et
[Distribution](docs/packwiz.md).
Le premier champ de recherche climatique est défini : nord froid, sud chaud,
ouest sec et est humide, avec leurs combinaisons diagonales. Un outil de
développement relève les ressources après génération ; le système d'expansion
en jeu reste à construire. Voir [Expansion et ressources](docs/expansion.md).
Les détails du terrain et de ses limites sont dans [Génération](docs/worldgen.md),
et la provenance dans [Audit 26.2](docs/migration-26.2.md).
## Alpha.11 : Petit, Grand et génération plus rapide
Les anciens formats sont trop grands et éloignent les constructions. Le
nouveau choix de départ se limite à **Petit** et **Grand**, avec **Grand par
défaut**. Petit garde un diamètre nominal de 512 blocs ; Grand mesure environ
724 blocs, soit deux fois laire nominale de Petit. La hauteur reste de
384 blocs. Les repères internes 5 et 10 servent au calcul de surface : ils
ne sont ni les noms des choix ni une promesse de capacité multijoueur.
Grand utilise le nouveau réglage `sanctuary:population_10`. Les anciennes
parties `population_5`, `population_20` et `population_100` gardent leurs
paramètres ; les formats 20/100 sont retirés des choix publics de création,
sans réduire les mondes déjà enregistrés. Aucun monde personnel nest ouvert
pour les essais.
Le ticket [WG-12](docs/backlog.md) réduit les calculs répétés de terrain et
permet de lire un plan régional déjà prêt pendant le calcul du suivant.
À géométrie 20 identique, la création puis 289 chunks autour du spawn passent
de 407,43 à 62,54 secondes (84,65 %) ; 80 chunks dexploration passent de
103,14 à 14,05 secondes. Le nouveau Grand atteint 62,67 secondes sur le même
protocole de départ. Ces essais serveur sur une graine et une machine ne
mesurent pas le rendu du client ni une charge multijoueur.
`check build assemblePack` passe, ainsi que douze tests moteur pour chacun
des deux choix, avec 1 800 ticks de fluides. Plus de trois millions de
comparaisons de densité confirment l’équivalence de calcul. Les mesures et
limites sont dans [Validation](docs/testing.md) ; publication et synchronisation
de la même instance sont consignées dans [Distribution](docs/packwiz.md).
Lalpha.11 est publiée ; la même instance Prism a été synchronisée deux fois,
avec les 364 fichiers personnels et réglages suivis conservés.
## Versions et prérequis
Au 8 septembre 2026, la cible disponible est **26.3-pre-2**. Le dépôt ne prétend
pas cibler une version finale 26.3 déjà sortie. Le passage à la version finale
sera une mise à jour explicite, avec vérification des API et des sauvegardes.
| Composant | Version fixée |
| --- | --- |
| Minecraft Java | 26.3-pre-2 |
| Java JDK | 25 |
| Fabric Loader | 0.19.5 |
| Fabric API | 0.160.0+26.3 |
| Fabric Loom | 1.17.20 |
| Gradle Wrapper | 9.5.1, distribution vérifiée par SHA-256 |
| Sanctuary / pack | 0.1.0-alpha.11 |
Java 25 et Python 3.11 ou plus récent sont nécessaires. Le script pack utilise
uniquement la bibliothèque standard et repère aussi une installation Python
3.113.14 si `python3` désigne l'ancien Python fourni par macOS. Gradle est fourni
par le wrapper. `packwiz` est utile pour modifier les dépendances ou servir le
pack ; il n'est pas nécessaire pour le construire.
Références vérifiées : [Minecraft 26.3-pre-2](https://www.minecraft.net/en-us/article/minecraft-26-3-pre-release-2),
[Fabric](https://fabricmc.net/develop/),
[version Fabric API](https://modrinth.com/mod/fabric-api/version/o9uChmGq).
## Construire et lancer
```sh
git clone https://git.botsu.net/koka/sanctuary-beta.git
cd sanctuary-beta
./gradlew check build assemblePack
```
`check` inclut les tests de forme et le serveur de test automatisé de Fabric,
qui charge le vrai preset Sanctuary dans un monde de développement neuf.
Les scénarios couverts et les essais multijoueurs restant à effectuer sont
décrits dans [Validation](docs/testing.md).
Résultats :
- `mods/sanctuary/build/libs/sanctuary-0.1.0-alpha.10.jar` : mod à installer avec
Fabric API sur la version Minecraft indiquée.
- `build/packwiz/` : pack de développement complet, avec le mod construit et
l'index vérifié. Voir [Installation packwiz](packwiz/README.md).
Le pack peut aussi être exporté en `.mrpack` avec packwiz pour une importation
dans un lanceur compatible ; la commande est indiquée dans ce même guide.
Pour les essais réguliers, la même instance Prism suit un canal packwiz stable
et se synchronise avant chaque lancement. La procédure de publication et de
raccordement est dans [Distribution Prism](docs/packwiz.md).
Lancer le client de développement :
```sh
./gradlew :sanctuary:runClient
```
Créer un **nouveau monde**, puis sélectionner le type de monde **Sanctuary**.
L'installation du mod seule ne transforme pas un monde Minecraft ordinaire.
Pour un serveur de développement, lancer `./gradlew :sanctuary:runServer`, puis
suivre les indications du jeu concernant son EULA. Utiliser un dossier de monde
neuf et choisir dans `mods/sanctuary/run/server.properties` :
```properties
level-type=sanctuary:sanctuary
level-name=sanctuary-dev
level-seed=42
```
Relancer ensuite la même commande. Ne pas remplacer le générateur d'une
sauvegarde 26.2 : aucun outil de migration de ses chunks n'est livré ici.
## Organisation
| Chemin | Responsabilité |
| --- | --- |
| `mods/sanctuary/` | Code, ressources et tests du mod Sanctuary |
| `packwiz/` | Manifeste source, dépendances distantes et hashes |
| `ressources-pack/` | Sources graphiques existantes et futurs resource packs |
| `shaders-pack/` | Sources et réglages de shaders à venir |
| `docs/` | Vision, backlog, migration, génération et validation |
| `.gitea/ISSUE_TEMPLATE/` | Modèles de tickets fonctionnalités et bugs |
| `.gitea/workflows/` | Vérification sur un runner Gitea compatible |
It's Alive !, Only Fun et Master Key restent des modules autonomes prévus par la
vision. Leurs sources 26.2 ne sont pas copiées dans ce socle. Fabric API est la
seule dépendance de gameplay actuellement distribuée avec le mod.
## Travailler par tickets
Un ticket décrit un comportement à obtenir ou un bug à reproduire. On livre
un petit incrément, on le vérifie en jeu si nécessaire, puis on ajuste avec
le ticket suivant. Pour le terrain, joindre la seed et les coordonnées aide
à retrouver exactement le problème. Voir [Contribuer](CONTRIBUTING.md).
Le [backlog initial](docs/backlog.md) contient des propositions locales, pas des
issues déjà publiées. Le prochain travail après ce socle est le réglage de
l'île, puis le placement de continents et leur ouverture sans écraser les
constructions des joueurs.
## Licence et crédits
Sanctuary conserve la licence **GPL-3.0-or-later** du projet 26.2. Voir
[LICENSE](LICENSE) et [provenance et crédits](THIRD_PARTY_NOTICES.md).
Projet communautaire indépendant de Mojang Studios et Microsoft.
| Version | Notes archivées | Post |
| --- | --- | --- |
| beta.001 | [Les quatre anciennes expéditions](notes/beta.001.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.001) |
| beta.002 | [Biomes boréaux, corail et temples](notes/beta.002.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.002) |
| beta.003 | [Créer son habitant et commencer la progression](notes/beta.003.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.003) |
| beta.004 | [Cadre Blocodex et sprint](notes/beta.004.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.004) |
| beta.005 | [Carte native et noms de couleurs](notes/beta.005.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.005) |
| beta.006 | [Brouillard, grille et Demeure](notes/beta.006.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.006) |
| beta.007 | [Carte immersive](notes/beta.007.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.007) |
| beta.008 | [Minage et vein mining](notes/beta.008.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.008) |
| beta.009 | [Construction et vein building](notes/beta.009.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.009) |
| beta.010 | [Inventaire jusqu'à six rangées](notes/beta.010.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.010) |
| beta.011 | [Factions, prestige et New Game+](notes/beta.011.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.011) |
| beta.012 | [Inventaire et progression lisible](notes/beta.012.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.012) |
| beta.013 | [Progression, prestige et repères visuels](notes/beta.013.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.013) |
| beta.014 | [Rangement, hotbar mobile et préfixe de faction](notes/beta.014.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.014) |
| beta.015 | [Icônes de progression communes](notes/beta.015.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.015) |
| beta.016 | [Les premiers gestes rapportent de lXP](notes/beta.016.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.016) |
| beta.017 | [Nage, Sallonger, Se reposer et fabrication manuelle](notes/beta.017.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.017) |
| beta.018 | [Familiers, cape et cosmétique de tête](notes/beta.018.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.018) |
| beta.019 | [Pouvoirs et déplacements des familiers](notes/beta.019.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.019) |
| beta.020 | [Œufs singuliers, portage et plongeon](notes/beta.020.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.020) |
| beta.022 | [Création de monde plus rapide](notes/beta.022.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.022) |
| beta.023 | [Cosmétiques directement sur leur case](notes/beta.023.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.023) |
| beta.024 | [Recettes progressives dans le Blocodex](notes/beta.024.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.024) |
| beta.025 | [Barres dXP des compétences](notes/beta.025.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.025) |
| beta.026 | [Cache daffichage Demeure sur la carte](notes/beta.026.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.026) |
| beta.027 | [Piles de joueurs](notes/beta.027.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.027) |
| beta.028 | [Plongeon jusqu’à collision](notes/beta.028.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.028) |
| beta.029 | [Cri et recul des familiers](notes/beta.029.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.029) |
| beta.030 | [Lumières portées et objets jetés](notes/beta.030.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.030) |
| beta.031 | [Apparition galactique](notes/beta.031.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.031) |
| beta.032 | [Refonte des 88 familiers](notes/beta.032.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.032) |
| beta.033 | [Menus directs et profil de test rapide](notes/beta.033.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.033) |
| beta.034 | [Fil de découvertes et hotbar agrandie](notes/beta.034.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.034) |
| beta.035 | [Collections Minecraft](notes/beta.035.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.035) |
| beta.036 | [Notifications et suivi choisi](notes/beta.036.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.036) |
| beta.037 | [Temps réel et suivi commun](notes/beta.037.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.037) |
| beta.038 | [Nourriture, têtes-tombes et factions](notes/beta.038.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.038) |
| beta.039 | [Hello World, savoir alimentaire et inventaires de mort](notes/beta.039.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.039) |
| beta.040 | [Mode opérateur, fiche Habitant et ciel partagé](notes/beta.040.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.040) |
| beta.041 | [Portage des bébés](notes/beta.041.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.041) |
| beta.042 | [Joueurs assis sur la tête](notes/beta.042.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.042) |
| beta.043 | [Blocs portés et icône officielle](notes/beta.043.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.043) |
| beta.044 | [Pouvoirs natifs des familiers](notes/beta.044.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.044) |
| beta.045 | [Menu principal](notes/beta.045.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.045) |
| beta.046 | [Constellations, vol et zoom](notes/beta.046.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.046) |
| beta.047 | [Étoiles à la longue-vue et boutons](notes/beta.047.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.047) |
| beta.048 | [Bateaux collectifs et moteurs animaux](notes/beta.048.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.048) |
| beta.049 | [Bateaux rectangulaires et chapeaux actifs](notes/beta.049.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.049) |
| beta.050 | [Bateaux compacts et redstone portée](notes/beta.050.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.050) |
| beta.051 | [Distributeur porté orienté par le regard](notes/beta.051.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.051) |
| beta.052 | [Nom du familier de départ](notes/beta.052.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.052) |
| beta.053 | [Brume progressive et saturation](notes/beta.053.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.053) |
| beta.054 | [Duels, mises et niveaux des familiers](notes/beta.054.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.054) |
| beta.055 | [Force et portage de joueurs](notes/beta.055.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.055) |
| beta.056 | [Étoiles dispersées et saturation](notes/beta.056.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.056) |
| beta.057 | [Météo quotidienne et nouvelles ambiances](notes/beta.057.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.057) |
| beta.058 | [Altitude de la carte](notes/beta.058.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.058) |
| beta.059 | [Bannières et cartes au trésor](notes/beta.059.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.059) |
| beta.060 | [Objets et blocs sur les mobs](notes/beta.060.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.060) |
| beta.061 | [Musique darrivée et montures familières](notes/beta.061.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.061) |
| beta.062 | [Soleil et chapeaux des familiers](notes/beta.062.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.062) |
| beta.063 | [Chargement et règle de jeu Sanctuary](notes/beta.063.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.063) |
| beta.064 | [Cache et étapes réelles de préparation](notes/beta.064.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.064) |
| beta.065 | [Collisions des bateaux collectifs](notes/beta.065.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.065) |
| beta.066 | [Cosmétiques animés sans doublon](notes/beta.066.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.066) |
| beta.067 | [Commandes du familier et vol du dragon](notes/beta.067.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.067) |
| beta.068 | [Animation discrète du chargement](notes/beta.068.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.068) |
| beta.069 | [Les ordres reviennent sur H](notes/beta.069.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.069) |
| beta.070 | [Textures intégrées et actives par défaut](notes/beta.070.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.070) |
| beta.071 | [Personnalités et montures des familiers](notes/beta.071.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.071) |
| beta.072 | [Statues et bibliothèque de plans](notes/beta.072.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.072) |
| beta.073 | [Duels publics, arènes et paris en objets](notes/beta.073.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.073) |
| beta.074 | [Autonomie et ordres des familiers](notes/beta.074.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.074) |
| beta.075 | [Bibliothèque de plans centrée sur les fichiers locaux](notes/beta.075.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.075) |
| beta.076 | [Navigation — livrée avec beta.077](notes/beta.076.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.076) |
| beta.077 | [Tourbillon de nuages sous Sanctuary](notes/beta.077.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.077) |
| beta.078 | [Le menu devient Combats](notes/beta.078.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.078) |
| beta.079 | [Ordres fiables et défense immédiate en solo](notes/beta.079.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.079) |
| beta.080 | [Portée et vitesse liées à la progression](notes/beta.080.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.080) |
| beta.081 | [Construction jusqu’à six blocs](notes/beta.081.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.081) |
| beta.082 | [Commandes des météos Sanctuary](notes/beta.082.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.082) |
| beta.083 | [Menus organisés et découvertes réunies](notes/beta.083.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.083) |
| beta.084 | [Clé dorée, Fût et Fourneau](notes/beta.084.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.084) |
| beta.085 | [Une façade complète pour le Fourneau](notes/beta.085.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.085) |
| beta.086 | [Textures raccordées du Fût](notes/beta.086.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.086) |
| beta.087 | [Super pistons normaux et gluants](notes/beta.087.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.087) |
| beta.088 | [Navigation du Fût sans recentrer la souris](notes/beta.088.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.088) |
| beta.089 | [Correction du crash au contact des super pistons](notes/beta.089.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.089) |
| beta.090 | [Passage à Minecraft Java 26.3](notes/beta.090.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.090) |
| beta.091 | [Interagir avec les animaux embarqués](notes/beta.091.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.091) |
| beta.092 | [Clic molette des super pistons](notes/beta.092.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.092) |
| beta.093 | [Recherche créative sans accès graphique en arrière-plan](notes/beta.093.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.093) |
| beta.094 | [Les foyers du Fourneau sallument](notes/beta.094.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.094) |
| beta.095 | [Bois raccordé sur la tige des super pistons](notes/beta.095.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.095) |
| beta.096 | [Métabli et construction guidée](notes/beta.096.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.096) |
| beta.097 | [Temples garantis et aperçus texturés](notes/beta.097.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.097) |
| beta.098 | [Construire un plan en créatif](notes/beta.098.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.098) |
| beta.099 | [Catalogue visuel du Métabli et gestes K](notes/beta.099.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.099) |
| beta.100 | [Exploration, statues découvertes et promenade](notes/beta.100.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.100) |
| beta.101 | [Atterrissage sans faux coup pour les volants](notes/beta.101.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.101) |
| beta.102 | [Seize couleurs de briques et dargile](notes/beta.102.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.102) |
| beta.103 | [Rangement des couleurs par séries](notes/beta.103.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.103) |
| beta.104 | [Argiles grise et noire plus distinctes](notes/beta.104.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.104) |
| beta.105 | [Saisons, panoramas et chapeaux vivants](notes/beta.105.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.105) |
| beta.106 | [Atelier dargile et modèles 3D](notes/beta.106.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.106) |
| beta.107 | [Œufs de reproduction et de générateurs](notes/beta.107.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.107) |
| beta.108 | [La neige saccumule en blocs](notes/beta.108.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.108) |
| beta.109 | [Fonte saisonnière de la neige](notes/beta.109.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/notes/beta.109) |
| beta.110 | [Sanctuary beta.110](notes/beta.110.md) | [Release](https://git.botsu.net/koka/sanctuary-beta/releases/tag/beta.110) |
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# Provenance et crédits
Le code Sanctuary est distribué sous GPL-3.0-or-later, comme la version 26.2 dont
la génération est reprise. Voir `LICENSE` et `docs/migration-26.2.md` pour la
provenance détaillée et le périmètre du portage.
Minecraft appartient à Mojang Studios / Microsoft. Sanctuary est un projet
communautaire indépendant. Le dépôt ne redistribue pas le jeu.
Les biomes de départ reprennent les configurations de forêt, plaine, forêt de
bouleaux, forêt fleurie et Dappled Forest de Minecraft 26.3-pre-2, adaptées à
une île finie. Les variantes alpha.6 réutilisent les végétations vanilla pour
les prairies fleuries et les bosquets ; Dappled Forest reste disponible pour
les sauvegardes alpha.5. Lalpha.7 réemploie les arbres vanilla (dont chêne noir,
cerisier et essences rares), les champignons, le bambou et les blocs de soufre
de cette version, avec des conditions propres à l’île. Les règles des petits minerais sont adaptées à partir des
features vanilla de cette même version. Les références de blocs, végétation et
minerais sont résolues par Minecraft ; leurs textures et modèles ne sont pas inclus.
Fabric Loader : Apache-2.0. Fabric API : Apache-2.0. Fabric Loom et le wrapper
Gradle : Apache-2.0. Ces projets conservent leurs auteurs, notices et licences.
Les dépendances sont résolues depuis leurs distributions officielles.
Le fichier préexistant `ressources-pack/helloworld/assets/minecraft_title.png`
est conservé comme source graphique fournie par le propriétaire du dépôt.
Il n'est pas encore installé dans le pack généré. Sa provenance et son adaptation
à l'écran titre 26.3 seront précisées dans le ticket d'identité visuelle.
Les resource packs, shaders et mods communautaires envisagés dans la vision
ne sont pas inclus automatiquement. Chaque ajout aura une version, une source,
un hash et les crédits de sa distribution.
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plugins {
id 'base'
id 'net.fabricmc.fabric-loom' version "${loom_version}" apply false
}
tasks.named('build') { dependsOn(':sanctuary:build') }
tasks.named('check') { dependsOn(':sanctuary:check', 'verifyPack') }
tasks.register('verifyPack', Exec) {
group = 'verification'
description = 'Verify pinned pack dependencies, versions and index hashes.'
commandLine('python3', 'scripts/pack.py', 'check')
}
tasks.register('assemblePack', Exec) {
group = 'distribution'
description = 'Assemble a local packwiz pack including the built Sanctuary mod.'
dependsOn(':sanctuary:build', 'verifyPack')
commandLine('python3', 'scripts/pack.py', 'assemble')
}
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# Backlog de démarrage
Ce fichier prépare les premiers tickets à publier sur le Git du projet. **Aucun identifiant ci-dessous n'est un numéro d'issue distante et aucun ticket n'est présumé publié.** Les identifiants `BOOT-*` et `WG-*` servent seulement à relier les travaux tant que les issues n'existent pas.
Le [document de vision](vision.md) conserve les idées à long terme. Ce backlog organise uniquement le socle et les premiers incréments de génération. Une fonctionnalité n'est considérée comme livrée que lorsque son résultat et sa validation figurent dans le dépôt ou dans son issue.
## Premier jalon : un monde Sanctuary jouable
État au 8 septembre 2026 : **BOOT-01 et WG-01 sont réalisés** dans le premier
commit. Le prototype WG-02 et l'initialisation du spawn WG-03 sont implémentés
et passent les tests serveur décrits dans [Validation](testing.md). Les essais
visuels, multijoueurs et de redémarrage indiqués dans ce document restent à
faire avant de clôturer tous leurs critères. WG-04 à WG-07 restent ouverts,
avec les incréments de l’île initiale décrits ci-dessous. WG-08 est validé ;
WG-09 est livré en alpha.8, avec mesures moteur et mise à jour Prism vérifiées.
WG-10 est livré en alpha.9, avec mesures moteur et synchronisation Prism vérifiées.
WG-11 est livré en alpha.10 : tailles 5/20/100 validées sur la graine 0,
release publiée et même instance Prism synchronisée.
WG-12 est livré en alpha.11 : Petit/Grand, génération accélérée et même instance
Prism synchronisée deux fois ; voir [Distribution](packwiz.md).
Résultat visé : un client et un serveur Fabric compatibles peuvent ouvrir un monde Sanctuary, plusieurs joueurs y arrivent sur une même île sûre et les chunks extérieurs restent vides. La génération est reproductible et ses limites sont documentées.
### BOOT-01 — Initialiser le dépôt et la construction Fabric
**But :** disposer d'une base clonable et vérifiable pour travailler par tickets.
**Critères d'acceptation :**
- Les versions réellement utilisées de Minecraft, Java, Fabric Loader, Fabric API et de l'outillage sont fixées et documentées.
- La cible souhaitée 26.3 est distinguée de la version exécutée si sa disponibilité oblige à utiliser une version de développement ou à différer la migration.
- Une commande reproductible construit le mod ; le README explique le lancement et les prérequis.
- Les métadonnées identifient Sanctuary sans annoncer les fonctionnalités de la vision comme déjà présentes.
- Le dépôt contient les consignes de contribution et des modèles de tickets ; les binaires, caches et sauvegardes de jeu ne sont pas suivis par accident.
### WG-01 — Auditer le générateur Sanctuary 26.2
**But :** identifier précisément le code et les ressources utiles avant de les adapter.
**Critères d'acceptation :**
- Les fichiers, commits ou références historiques consultés sont cités dans une note d'audit.
- La note explique l'algorithme de l'île, le vide, le point d'apparition, les dépendances et les paramètres structurants.
- Les éléments réutilisables, les défauts connus et les changements d'API de la cible sont séparés.
- La réutilisation de ressources est accompagnée de leur origine et de leur licence connue ; les inconnues sont explicitement notées.
- L'audit n'installe ni ne déploie l'ancienne version et ne modifie pas ses sauvegardes.
### WG-02 — Enregistrer un monde Sanctuary avec île principale et vide
**Dépendances :** BOOT-01, WG-01.
**But :** créer le premier terrain identifiable comme Sanctuary.
**Critères d'acceptation :**
- Une procédure documentée permet de créer un monde utilisant le générateur Sanctuary sur la version testée.
- Une île principale est générée au point de départ prévu ; ses coordonnées, son altitude et ses dimensions sont explicites.
- Au-delà de son emprise, les chunks de contrôle sont vides, sans fondation ni terrain vanilla inattendu.
- Une même seed et une même configuration donnent les mêmes blocs aux positions de contrôle.
- Les jointures entre chunks voisins ne créent pas de fissures ou de parois artificielles dues à une discontinuité du calcul.
- Un monde Minecraft ordinaire reste créable sans sélectionner Sanctuary.
### WG-03 — Assurer une arrivée commune et un redémarrage sûr
**Dépendance :** WG-02.
**But :** éviter qu'un nouveau joueur apparaisse dans le vide et vérifier le comportement multijoueur.
**Critères d'acceptation :**
- Le spawn du monde se situe sur une surface stable de l'île, avec l'espace nécessaire au joueur.
- Deux nouveaux joueurs arrivent dans la zone de départ commune, sans traverser le sol ni apparaître hors de l'île.
- Le comportement après une mort sans lit est vérifié ; l'ajout ultérieur des Backrooms n'est pas requis pour ce ticket.
- Après sauvegarde et redémarrage, le générateur, la seed et le spawn sont conservés.
- Un scénario manuel reproductible couvre le client et le serveur dédié, avec la version et la seed utilisées.
## Deuxième jalon : des continents d'essai reproductibles
Ce jalon fournit un outil de développement du terrain. L'interface d'expansion et son coût collectif viendront dans des tickets distincts, lorsque la génération sera satisfaisante.
### WG-04 — Décrire et placer un continent d'essai
**Dépendance :** WG-03.
**But :** pouvoir générer une terre suspendue à une direction, une distance et une taille explicites.
**Critères d'acceptation :**
- Un schéma décrit au minimum l'identifiant, le centre ou la direction et la distance, les dimensions, l'altitude et la seed du continent.
- Le premier champ de recherche utilise huit directions climatiques : nord froid,
sud chaud, ouest sec, est humide ; les diagonales combinent ces tendances.
Chaque candidat expose sa signature et sa distribution de température/humidité.
- La sélection climatique ne force ni la forme du terrain ni des quotas de
ressources. Un relevé après génération identifie les stocks réellement produits,
son emprise, sa version et son niveau de complétude. Voir [le contrat](expansion.md).
- Une configuration ou commande de développement documentée crée un continent reproductible.
- Les paramètres invalides et les chevauchements interdits sont rejetés avec un message compréhensible.
- Des limites de taille et de coût de génération sont définies à partir d'une mesure réelle.
- Le continent et ses paramètres restent identiques après rechargement du monde.
### WG-05 — Ouvrir une expansion sans écraser l'existant
**Dépendance :** WG-04.
**But :** garantir que l'évolution du monde préserve les constructions et l'exploration.
**Critères d'acceptation :**
- La politique envers les chunks déjà générés est décidée et documentée avant l'implémentation : refus, réservation préalable ou mécanisme explicite de modification.
- Une nouvelle expansion ne remplace aucun bloc joueur silencieusement.
- Répéter la même demande ne crée pas de duplicata et ne décale pas les continents existants.
- L'état des expansions survit à un redémarrage et contient une version de format permettant de prévoir les migrations.
- Une interruption entre réservation et génération est simulée ; la reprise ou le refus reste cohérent et expliqué.
### WG-06 — Ajouter reliefs, perforations et eaux retenues
**Dépendance :** WG-04 ; combiner avec WG-05 avant l'usage sur une sauvegarde jouée.
**But :** donner aux continents une géographie reconnaissable au-delà d'une simple masse de pierre.
**Critères d'acceptation :**
- Un jeu de seeds de référence montre des reliefs, montagnes, ravins et perforations traversantes.
- Des bassins accueillent lacs ou océans, et un premier type de rivière flottante est démontré.
- Pour l'île initiale tempérée et légèrement humide : privilégier petits étangs,
lacs de surface, rivière et berges propices à la canne à sucre, avec quelques
plages plus sèches. Pas de grands bassins souterrains remplis d'eau.
- Les étangs et les lacs retiennent leur eau après les mises à jour de blocs.
Des sources rocheuses déclarées peuvent former des cascades jusquau vide ;
leurs écoulements restent attribuables à ces sources, sans inondation globale.
- Les profils du dessous et les bords du continent sont inspectés visuellement depuis les airs.
- La génération est mesurée sur une emprise et une machine indiquées ; les valeurs observées sont consignées, sans annoncer un objectif de performance non mesuré.
**Incrément île initiale — alpha.4 :** première hydrologie de surface retenue,
conservée pour les sauvegardes de cette version.
**Incrément île initiale — alpha.5 :** plages plus larges,
dépôts de trois à cinq couches sur support naturel, excavation limitée,
rives variées et sources rocheuses pouvant former des cascades jusque dans le
vide. Le contrat et lisolation des anciennes générations sont décrits dans
[Génération](worldgen.md). Ce travail prépare les eaux des continents sans clore
WG-06 : océans, grandes rivières et ouverture des continents restent à développer.
**Incrément île initiale — alpha.6 :** retrait des courts ruisseaux, conservation
des bassins, présence de roche élargie et sources de paroi dans les strates
inférieures. Les écoulements sont contrôlés dans le moteur et les anciennes
générations sont préservées.
**Suite suivie dans WG-09 — grande rivière facultative :** chercher un long parcours qui
épouse l’île, avec source, chute et bassin, rives de sable, gravier et argile.
Le démontrer sur la vraie densité Minecraft puis après décoration et ticks de
fluide, avec une graine et des coordonnées reproductibles. Les essais du
prototype alpha.6 nont fourni aucun parcours retenu sur les graines de référence ;
ce prototype nest pas distribué. Ne pas imposer de rivière si le relief ne sy prête pas.
### WG-07 — Introduire un premier biome distinct et une structure
**Dépendance :** WG-06.
**But :** valider les points d'extension avant d'ajouter un grand catalogue de contenus.
**Critères d'acceptation :**
- Le ticket choisit un premier biome, par exemple le Black Desert, avec des règles de surface et d'ambiance explicites.
- Une petite structure de référence se place sur un terrain compatible, sans flotter accidentellement ni détruire une construction existante.
- Le lien entre biome, végétation, ressources et règles de placement est documenté.
- La reprise du catalogue TerraMix natif d'Another World 26.2 est évaluée séparément ; « plus de cent biomes » reste une ambition tant que son adaptation n'est pas vérifiée.
- Les limites des futures zones Lost Cities et des structures uniques sont identifiées sans imposer leur livraison dans ce ticket.
**Incrément île initiale — alpha.5 :** cinq variantes
tempérées à dominante forestière, dont Dappled Forest vanilla 26.3, et petits
filons de sept minerais à des altitudes adaptées. Leurs stocks sont observés
après génération. Cela ne clôture pas WG-07 : aucune structure de référence ni
reprise du catalogue TerraMix nest encore fournie. La survie initiale doit
permettre de produire et progresser au-delà du bois et de la pierre ; laccès
à toute la progression Minecraft nest pas encore garanti pour chaque seed.
**Ticket palette — alpha.6 :** réserver les biomes très contrastés de la 26.3,
dont Dappled Forest, aux futurs continents. L’île combine prairies fleuries,
bosquets et zones rocheuses, avec des teintes cohérentes et une végétation
effective sur les corniches inférieures. Cela ne livre pas encore les continents.
### WG-08 — Forêts de survie et minerais visibles — alpha.7
**Branche :** `codex/woodland-canopy`.
**But :** conserver les formes rocheuses appréciées en alpha.6 tout en donnant
à l’île de vraies forêts de surface et des ressources de départ repérables.
**Critères dacceptation :**
- Chênes majoritaires parmi les arbres de surface observés, bouleaux secondaires,
avec des arbres au cœur de l’île et des clairières fleuries.
- Chênes noirs réels et champignons sur des corniches intérieures naturelles ;
jungle/bambou et matières de soufre rares et localisés.
- Un éventuel arbre remarquable, choisi parmi les essences rares, sans ajout
de terrain ni obligation de fournir chaque essence par graine.
- Affleurements de pierre, andésite, diorite et granite ; sable et gravier
associés aux eaux, avec des couches soutenues.
- Charbon, fer et cuivre visibles au contact de lair sur la roche, avec des
petits filons sans quota corrigé après génération.
- Démonstration dans le moteur, maintien des eaux après 1 800 ticks et
conservation des anciennes générations. Publication packwiz et mise à jour
de linstance Prism existante en conservant ses données personnelles.
**Vérification alpha.7 :** les trois graines de référence passent les tests
du moteur, dont les forêts, les minerais exposés et les eaux après 1 800 ticks.
Les observations et leurs limites sont consignées dans [Validation](testing.md).
### WG-09 — Failles, rivière et profondeurs — alpha.8
**Branche :** `codex/rifts-rivers-and-depths`.
**But :** ouvrir lintérieur de l’île, enrichir sa géologie et ses ressources
de survie, tout en conservant les forêts de surface appréciées en alpha.7.
**Critères dacceptation :**
- Une à trois traces de failles courbes, de longueur nominale 84 à 160 blocs
et de largeur variable, retirent uniquement de la matière du relief initial.
Leur intersection réelle avec la roche est montrée sur les graines testées.
- Les forêts de chênes et de bouleaux restent présentes en surface. Des gros
champignons, des petits champignons dispersés et des tapis de mousse, podzol
et mycélium occupent les corniches compatibles de lintérieur humide.
- Les matières changent avec la profondeur, avec des nappes de tuf, cobblestone,
pierre moussue et boue compactée, puis ardoise des abîmes, roche noire et basalte.
Des poches de soufre réellement accessibles sont observées sur le terrain.
- Charbon, fer et cuivre exposés sont plus faciles à repérer dans les relevés.
L’émeraude est ajoutée ; or, diamant, redstone et lapis sont cherchés aux
altitudes présentes. Aucun stock fixé nest réinjecté après comptage.
- Des bassins plus grands sont retenus. Une rivière facultative est démontrée
par un chemin deau continu dau moins 140 blocs, reliant deux bassins au
même niveau avec source rocheuse et cascade entrante. Le tracé est arrondi
à l’échelle de 16 à 32 blocs, avec largeur de lit variable denviron 5 à 7
blocs. Lincision du lit reste bornée à 16 blocs ; les berges de rivière
s’étagent progressivement avec au plus 12 blocs retirés, contre 2 pour les
autres rives. Le fond et les dépôts reposent sur le terrain existant.
- La poche de lave couverte est recherchée en priorité sur une corniche basse
entre Y=64 et Y=160 ; la recherche plus haute nintervient que si aucun
emplacement profond compatible nest trouvé.
- Une à deux sources profondes de lave sont recherchées lorsque le site est
compatible ; leurs coulées viennent des ticks vanilla. Les supports, les
eaux voisines et la végétation sont contrôlés après simulation réelle.
- La nouvelle clé `sanctuary:sanctuary_rift` nactive ces traitements que pour
les nouveaux mondes. Les données et comportements historiques restent séparés.
- Les graines `0`, `42` et `8675309` disposent de mesures moteur explicites,
avec fluides actifs pendant 1 800 ticks. Une absence de rivière ou de source
est rapportée honnêtement ; un bassin isolé ne valide pas une rivière.
- Après validation : build et pack vérifiés, publication immuable, deux
synchronisations du canal packwiz et conservation de la même instance Prism,
de ses sauvegardes et de ses réglages.
**Vérification moteur alpha.8 — 9 septembre 2026 :** les trois graines de
référence passent les contrôles finaux, dont les deux bassins terminaux,
les champignons connectés et 1 800 ticks de fluides. Les stocks et leurs
périmètres sont consignés dans [Validation](testing.md). Le build complet est
réussi. Lalpha.8 est publiée sur le canal stable et la même instance Prism
est synchronisée deux fois, avec sauvegardes et réglages conservés. Le ticket
est livré ; lappréciation visuelle et l’équilibrage en partie restent à
éprouver. Ce ticket local nest pas une issue distante publiée.
### WG-10 — Cavités luxuriantes et terrasses deau — alpha.9
**Branche :** `codex/lush-caverns-and-water-terraces`.
**But :** rendre les cavités sous Sanctuary plus vivantes et lumineuses,
diversifier leurs ressources et créer des eaux plus volumineuses, sans
remplacer les forêts et la rivière de surface appréciées en alpha.8.
**Critères dacceptation :**
- Des cavités luxuriantes portent une végétation réellement lumineuse et
enracinée dans les surfaces et plafonds existants. Les observations doivent
distinguer un biome déclaré, ses blocs décoratifs et leur lumière réelle.
- Des secteurs à spéléothèmes et des géodes daméthyste sont recherchés dans
la roche compatible ; leurs supports, leurs volumes et leur accessibilité
sont contrôlés dans les vrais chunks, sans géodes suspendues dans le vide.
- Le soufre occupe moins de roche quen alpha.8, sur un périmètre de comparaison
explicite. Les geysers éventuels utilisent le soufre actif et les conditions
exactes de Minecraft 26.3-pre-2 ; leur fonctionnement doit être démontré,
sans confondre un bloc jaune avec un geyser actif.
- Les forêts, la rivière et les bassins de surface restent présents lorsque
le relief le permet. Les lacs plus profonds et volumineux sont mesurés en
blocs deau réels, avec fond et parois retenus après simulation.
- Des groupes facultatifs de deux bassins naturels en terrasses
peuvent relier plusieurs niveaux par des cascades déclarées. Chaque palier
doit avoir ses supports et son propre volume retenu ; une cascade isolée
ou des plans deau sans liaison ne valident pas un groupe de terrasses.
Le second bassin peut avoir une sortie terminale vers les roches ou le vide,
sans créer un troisième palier.
- Ces cascades offrent un passage vertical selon les règles de nage de
Minecraft. « Rizières » désigne seulement leur disposition paysagère :
aucune culture de riz ni téléportation nentre dans ce ticket.
- Les sorties deau sont contrôlées après décoration et après 1 800 ticks,
y compris aux frontières de chunks. Leur finition initiale doit préserver
les aménagements du joueur aux rechargements suivants.
- Le nouveau réglage `sanctuary:sanctuary_cavern` sapplique aux nouveaux
mondes. Les identifiants et traitements alpha.1 à alpha.8 restent séparés ;
aucune sauvegarde personnelle nest modifiée par les essais.
- Les graines `0`, `42` et `8675309` disposent de mesures identifiées par
version. Les sites absents sont signalés ; aucun quota de ressources ni
bassin de secours ne remplit un relief incompatible.
- Après validation : `check build assemblePack`, artefacts immuables vérifiés,
deux synchronisations isolées puis deux dans la même instance Prism,
sauvegardes et réglages conservés.
**Validation moteur au 9 septembre 2026 :** les trois graines de référence
passent les contrôles finaux. Les preuves cumulées démontrent un groupe de
deux paliers reliés, un geyser actif et les décors souterrains demandés ; les
absences locales et périmètres de mesure figurent dans [Validation](testing.md).
Le build est réussi ; la release et le canal packwiz sont publiés. Les deux
synchronisations isolées puis les deux passages dans la même instance Prism
réussissent, avec 260 fichiers personnels et réglages conservés. Ce ticket
local nest pas une issue distante publiée ; lessai visuel et l’équilibrage
restent ouverts.
### WG-11 — Tailles d’île selon la capacité — alpha.10 livrée
**Branche :** `codex/player-capacity-presets`.
**But :** choisir une île initiale adaptée à un groupe de 5, 20 ou 100 joueurs,
avec 20 joueurs par défaut, tout en conservant lambiance et les anciennes parties.
**Critères dacceptation :**
- La création dun nouveau monde propose trois choix identifiables en FR/EN :
Sanctuary par défaut pour 20 joueurs et des variantes pour 5 et 100 joueurs.
Les presets `sanctuary:sanctuary_5`, `sanctuary:sanctuary` et
`sanctuary:sanctuary_100` sélectionnent respectivement les paramètres
`sanctuary:population_5`, `sanctuary:population_20` et
`sanctuary:population_100`, qui doivent persister dans le monde sauvegardé.
- Laire nominale suit le rapport capacité/5. Les diamètres de référence sont
512, 1 024 et environ 2 290 blocs ; la hauteur reste de 384 blocs. Le contour
sculpté dépend de la graine et nest pas remplacé par un cercle ou un cylindre.
- Le choix dimensionne la génération, sans modifier `max-players`, imposer
un quota de ressources ni redimensionner l’île lorsque des joueurs arrivent.
- Les tailles conservent un extérieur vide, un spawn naturel, les forêts et
l’écologie des cavités. Les eaux et les décors doivent être contrôlés dans
les vrais chunks de la taille testée, pas seulement extrapolés depuis lalpha.9.
- Les réglages et identifiants des générations précédentes restent séparés.
Une mise à jour du pack nagrandit pas un ancien monde, ne convertit pas son
générateur et ne régénère aucun chunk.
- La validation progresse de 5 à 20 puis 100 joueurs dans des mondes de
développement neufs. Chaque résultat précise capacité, graine, emprise
réellement inspectée et durée observée. Un petit échantillon ne valide pas
lintégralité dune grande île.
- Les tests de génération ne sont pas présentés comme des connexions de
joueurs simulées ni comme une promesse de performances multijoueurs.
- Après validation : `check build assemblePack`, artefacts immuables vérifiés,
deux synchronisations isolées puis deux dans la même instance Prism,
avec sauvegardes et réglages conservés.
**État au 9 septembre 2026 :** implémentation et validation moteur terminées
sur la graine `0` pour les profils 5, 20 et 100. Les onze tests requis passent
dans chaque monde, avec les fluides pendant 1 800 ticks et la persistance réelle
des réglages sur disque. Le build et les artefacts sont vérifiés ; la release
et le canal sont publiés. Deux synchronisations isolées puis deux dans la même
instance Prism réussissent, avec 363 fichiers personnels et réglages conservés.
Les références figurent dans [Distribution](packwiz.md).
Les anciens mondes restent inchangés. Les observations ne couvrent pas toute
l’île de 100 joueurs, et le coût initial dun plan régional reste notable.
Ce ticket local nest pas une issue distante publiée.
### WG-12 — Petit, Grand et génération plus rapide — alpha.11 livrée
**Branche :** `codex/worldgen-performance`.
**Problème :** les grands formats éloignent trop les constructions. Les essais
signalent aussi plusieurs minutes de chargement puis des chunks difficiles à
utiliser. Le ticket rapproche les deux choix de départ et optimise les calculs,
avec des preuves distinctes pour la taille et la vitesse.
**Critères dacceptation :**
- Proposer seulement **Petit** et **Grand** dans la création, avec **Grand par
défaut**, et libellés FR/EN. Petit garde le diamètre nominal de 512 blocs ;
Grand vise environ 724 blocs, soit une aire nominale deux fois supérieure.
La hauteur reste de 384 blocs. Les nombres 5/10 ne servent que de repères
internes de surface, sans capacité de joueurs garantie.
- Associer Petit à `sanctuary:sanctuary_5` / `sanctuary:population_5` et Grand
à `sanctuary:sanctuary` / nouveau réglage `sanctuary:population_10`.
Garder les anciens réglages `population_20` et `population_100` chargeables,
tout en cachant leurs formats dans les choix publics de création.
- Ne pas modifier le relief dune sauvegarde existante, son identifiant ou
son format. Les changements du défaut de création ne convertissent pas
un monde. Aucune sauvegarde personnelle nest ouverte pendant les essais.
- Pour loptimisation, **conserver les résultats à paramètres identiques** :
densités, plans et blocs utiles, ordre déterministe et protections de leau,
des terrasses et de la lave. Le nouveau relief Grand a une clé distincte ;
la réduction de surface ne compte pas comme gain de calcul à géométrie égale.
- Mesurer séparément démarrage initial, planification et génération dun lot
explicite de chunks. Fixer machine, Java, mémoire, graine, paramètres,
coordonnées et état des caches pour comparer alpha.10 et alpha.11.
- Viser **120 secondes au plus de démarrage initial** pour les choix publics
et **au moins 30 % de gain** sur les phases comparées à géométrie identique.
Un temps de planificateur seul ne prouve pas lentrée dans un monde jouable.
Préciser les bornes de chronométrage et ne pas promettre ces seuils pour
tout matériel ou pour une charge de cent joueurs.
- Valider Petit et Grand, plus un témoin de compatibilité et de performance
sur lancien profil 20. Les anciennes mesures 100 restent historiques ;
ce format nest plus un choix public ni le centre du plan de validation.
Examiner le premier accès, le cache réutilisé et les chunks dexploration.
- Conserver les contrôles moteur de fluides et de réentrée sans marqueur,
puis exécuter `check build assemblePack` sur les sources finales. Garder
visibles les limites et toute cible de performance non atteinte.
- Après validation seulement : artefacts immuables, canal packwiz stable,
deux synchronisations isolées puis deux dans la même instance Prism. Les
mondes, réglages et mods personnels, même désactivés, doivent être préservés.
**État :** livré. Artefacts immuables publiés, canal stable avancé, deux
synchronisations isolées et deux dans la même instance Prism, avec 364 fichiers
personnels et réglages suivis conservés. Tailles et code validés. `check build assemblePack` passe, ainsi
que douze tests moteur sur Petit et Grand (graine 0, 1 800 ticks), les contrôles
de persistance et l’équivalence bit à bit. Le benchmark ancien20 comparable
baisse de 84,65 % au départ et de 86,38 % en exploration. Grand atteint
62,67 secondes pour création + 289 chunks FULL. Cette mesure serveur ne
valide pas le rendu ni un temps de chargement universel. Voir
[Validation](testing.md), [résultats](benchmarks/alpha11-generation.json) et
[Distribution](packwiz.md) pour le reçu de publication et de synchronisation.
Ce ticket local nest pas une issue distante publiée.
## Réserve de thèmes futurs
Ces thèmes servent à retrouver la vision, pas à demander leur implémentation immédiate. On en extrait un ticket seulement lorsqu'il devient utile au prochain incrément jouable.
| Thème | Contenus à découper plus tard |
| --- | --- |
| Distribution et apparence | packwiz, mods communautaires, resource packs, shaders, icône, chargement, crédits et attributions |
| Expansion collective | deposit boxes, objectifs de production, ordinateur d'expansion, ouvertures persistantes |
| Progression | capacités, XP, inventaire, prestiges débloquant des slots de factions, recettes et advancements, capes et familiers |
| Économie | gemmes, mailbox, shop, offres horaires, bourse du navet (achat à la loterie du dimanche, revente au shop pendant la semaine), black market, catalogue, coffre-fort et drill |
| Groupes et métiers | couleurs, équipes temporaires, factions et slots liés aux prestiges, cloches et bannières, villageois et copper golems |
| Production et construction | convoyeurs, stockage, terminaux, ordinateur 8 bits, vein mining/building, plans et prefabs |
| Dimensions | cavernes, Alpha, Backrooms, indoors, salles secrètes et récupération des objets perdus |
| Faune et combats | zombies, fantômes, baleine, creepers, poules rares, Mooblooms, noms, armes et explosifs |
| Mobilité | waystones, téléporteurs, ziplines, grappin, aéronefs, Magic Carpet et interactions physiques |
| Temps et histoire | temps réel, calendrier, événements, loterie, étoiles, constellations, cube et sept boules |
| Objets et surprises | caméra, œil d'araignée révélant les niveaux de lumière, disque blanc, chunky, particuleur, lucky blocks et lootboxes |
| It's Alive ! | agriculture localisée, ustensiles, recettes, fermentation, affinage et pages secrètes |
| Only Fun | interactions potaches, chanvre, anniversaires et intégration aux événements |
| Master Key | permissions communes, configuration, diagnostic et réparation du serveur |
## Définition pratique d'un ticket terminé
Un ticket contient un résultat observable, un périmètre limité et des critères d'acceptation vérifiables. Sa conclusion indique le comportement livré, la version testée, les vérifications réellement exécutées et les limitations qui subsistent. Les nouveaux besoins découverts deviennent de nouveaux tickets plutôt que des ajouts implicites à tous les systèmes.
-654
View File
@@ -1,654 +0,0 @@
{
"ticket": "WG-12",
"version": "0.1.0-alpha.11",
"date": "2026-09-09",
"protocol": {
"machine": "Apple M1, 8 GiB RAM, macOS",
"minecraft": "26.3-pre-2",
"fabric_loader": "0.19.5",
"fabric_api": "0.160.0+26.3",
"baseline_source_commit": "a26b72f",
"production_files_changed_in_baseline": 0,
"runs_per_configuration": 1,
"world": "fresh ignored development world per run",
"workload": "289 synchronous FULL chunks in concentric rings around natural spawn, then 80 FULL chunks in an eastward corridor. Minecraft world creation timed separately from startup log.",
"scope": "Server generation up to FULL. Does not establish ticking readiness, postprocessing completion, client rendering, FPS, multiplayer capacity or a guaranteed user loading time.",
"baseline_scope_correction": "The raw alpha.10 report incorrectly says postprocessing is included; FULL alone does not guarantee this. Workload code is identical; alpha.11 corrects only that explanatory string.",
"build_time_excluded": true,
"comparison": "Only legacy20 versus legacy20 measures the algorithm gain. Grand10 changes geometry; its exploration timing cannot be used for that comparison.",
"frozen_runtime_files": 272,
"frozen_runtime_manifest_sha256": "1c2b433417a5d9e6a219e9ee19781574538d2167c774e14ed2bf254d277d4482",
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},
"runs": {
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},
{
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}
],
"exploration_chunk_latency_ms": {
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"median": 103.648708,
"max": 5153.6295
},
"regions_cached": 2,
"passed": true,
"world_creation_ms": 18888,
"world_creation_plus_spawn_area_ms": 62535.054375,
"raw_report_sha256": "4799180bd61ec4ffc93d6a1a7ccb5440eb880f7dc08a345429b77db10cc17ab0",
"log_sha256": "a9347297608528e719d6780f3dd2f2588bb516e06ab771ca6da6ffdda404f7a4"
},
"alpha11_grand10": {
"version": "0.1.0-alpha.11",
"players": 10,
"seed": 0,
"spawn": [
0,
252,
0
],
"java": "25.0.3",
"processors": 8,
"max_heap_bytes": 2147483648,
"spawn_area_ms": 44291.159875,
"spawn_area_full_chunks": 289,
"spawn_area_nonempty_chunks": 289,
"rings": [
{
"radius": 0,
"cumulative_chunks": 1,
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},
{
"radius": 1,
"cumulative_chunks": 9,
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},
{
"radius": 2,
"cumulative_chunks": 25,
"elapsed_ms": 3180.279791
},
{
"radius": 3,
"cumulative_chunks": 49,
"elapsed_ms": 4474.062208
},
{
"radius": 4,
"cumulative_chunks": 81,
"elapsed_ms": 5043.704042
},
{
"radius": 5,
"cumulative_chunks": 121,
"elapsed_ms": 6367.417708
},
{
"radius": 6,
"cumulative_chunks": 169,
"elapsed_ms": 7285.252542
},
{
"radius": 7,
"cumulative_chunks": 225,
"elapsed_ms": 7824.965875
},
{
"radius": 8,
"cumulative_chunks": 289,
"elapsed_ms": 8577.641208
}
],
"spawn_area_chunk_latency_ms": {
"max": 665.612875,
"p95": 274.9215,
"median": 136.067375
},
"exploration_ms": 7684.81575,
"exploration_full_chunks": 80,
"exploration_steps": [
{
"elapsed_ms": 739.863,
"chunk_x": 9
},
{
"elapsed_ms": 724.49625,
"chunk_x": 10
},
{
"elapsed_ms": 720.754584,
"chunk_x": 11
},
{
"elapsed_ms": 695.608958,
"chunk_x": 12
},
{
"elapsed_ms": 522.1695,
"chunk_x": 13
},
{
"elapsed_ms": 1112.798042,
"chunk_x": 14
},
{
"elapsed_ms": 430.820667,
"chunk_x": 15
},
{
"elapsed_ms": 416.082834,
"chunk_x": 16
},
{
"elapsed_ms": 400.90425,
"chunk_x": 17
},
{
"elapsed_ms": 414.387708,
"chunk_x": 18
},
{
"elapsed_ms": 394.878458,
"chunk_x": 19
},
{
"elapsed_ms": 393.643834,
"chunk_x": 20
},
{
"elapsed_ms": 391.553625,
"chunk_x": 21
},
{
"elapsed_ms": 279.306334,
"chunk_x": 22
},
{
"elapsed_ms": 25.634541,
"chunk_x": 23
},
{
"elapsed_ms": 18.210167,
"chunk_x": 24
}
],
"exploration_chunk_latency_ms": {
"max": 760.323917,
"p95": 198.353916,
"median": 85.88425
},
"regions_cached": 2,
"passed": true,
"world_creation_ms": 18376,
"world_creation_plus_spawn_area_ms": 62667.159875,
"raw_report_sha256": "5284e0ef88217f01d51f9040bf13f652de8276dc3f9844dc14569848b227d05a",
"log_sha256": "3a4c84bb6ea1614f8fc9c85f472612750149996e2f7658c83afe398b43afe5f6"
}
},
"same_geometry_reduction_percent": {
"world_creation_plus_spawn_area_ms": 84.65134396742975,
"spawn_area_ms": 85.95040577665497,
"exploration_ms": 86.37676917641545
},
"targets": {
"minimum_reduction_percent": 30,
"grand_creation_plus_spawn_area_max_ms": 120000,
"same_geometry_reduction_passed": true,
"grand_generation_proxy_passed": true
},
"density_equivalence": {
"comparison": "Float.floatToRawIntBits; no tolerance",
"reference_commit": "a26b72f",
"scope": "Real compiled scalar/bulk densities, 4 capacities x 3 seeds (5/20/100 compatibility and new10 using the same parameterized algorithm), signed coordinates, region/coast/height boundaries, context switches and concurrency; no block changes",
"reference_source_sha256": "fcc5a8a39b7c4d181d74ce4f9183a1ca93646137955ac64bab9d22e6db0752a1",
"profiles": [
{
"seed": 0,
"bitwise_comparisons": 255678,
"players": 5,
"optimized_path_supported": true,
"reference_density_digest": "28ec59cba36174fd"
},
{
"seed": 42,
"bitwise_comparisons": 255678,
"players": 5,
"optimized_path_supported": true,
"reference_density_digest": "efd1e8084800ed5c"
},
{
"seed": 8675309,
"bitwise_comparisons": 255678,
"players": 5,
"optimized_path_supported": true,
"reference_density_digest": "91bea1db755d9aca"
},
{
"seed": 0,
"bitwise_comparisons": 255678,
"players": 10,
"optimized_path_supported": true,
"reference_density_digest": "b7bab667baf73361"
},
{
"seed": 42,
"bitwise_comparisons": 255678,
"players": 10,
"optimized_path_supported": true,
"reference_density_digest": "42aeaf160360e41c"
},
{
"seed": 8675309,
"bitwise_comparisons": 255678,
"players": 10,
"optimized_path_supported": true,
"reference_density_digest": "cb85f95333e040c0"
},
{
"seed": 0,
"bitwise_comparisons": 255678,
"players": 20,
"optimized_path_supported": true,
"reference_density_digest": "175524360755dd88"
},
{
"seed": 42,
"bitwise_comparisons": 255678,
"players": 20,
"optimized_path_supported": true,
"reference_density_digest": "4cc8aec467a2d164"
},
{
"seed": 8675309,
"bitwise_comparisons": 255678,
"players": 20,
"optimized_path_supported": true,
"reference_density_digest": "5a3f16e426e5a64e"
},
{
"seed": 0,
"bitwise_comparisons": 255678,
"players": 100,
"optimized_path_supported": true,
"reference_density_digest": "83cda17336772fa7"
},
{
"seed": 42,
"bitwise_comparisons": 255678,
"players": 100,
"optimized_path_supported": true,
"reference_density_digest": "e7aa7f52022cc6aa"
},
{
"seed": 8675309,
"bitwise_comparisons": 255678,
"players": 100,
"optimized_path_supported": true,
"reference_density_digest": "de4b8f52d249a9bd"
}
],
"concurrent_workers": 3,
"concurrent_comparisons": 115668,
"passed": true,
"adversarial": {
"aligned_scalar_path_preserved": true,
"passed": true,
"bitwise_comparisons": 122528,
"concurrent_workers": 3,
"repeated_cell_corner_batches": 1
}
},
"persistence": {
"default_players": 10,
"profiles": [
{
"restored_settings": "sanctuary:population_5",
"players": 5,
"disk_round_trip": true,
"preset": "sanctuary:sanctuary_5"
},
{
"restored_settings": "sanctuary:population_10",
"players": 10,
"disk_round_trip": true,
"preset": "sanctuary:sanctuary"
},
{
"restored_settings": "sanctuary:population_20",
"players": 20,
"disk_round_trip": true,
"preset": "sanctuary:sanctuary_20"
},
{
"restored_settings": "sanctuary:population_100",
"players": 100,
"disk_round_trip": true,
"preset": "sanctuary:sanctuary_100"
}
],
"passed": true,
"visible_presets": [
"sanctuary:sanctuary_5",
"sanctuary:sanctuary"
],
"seed": 0,
"legacy_settings_preserved": "sanctuary:sanctuary_cavern",
"omitted_density_capacity_preserved": 20
},
"limits": [
"Single seed and one timed run per configuration; repeat to estimate variance.",
"A new cold region still has a synchronous planning cost; observed legacy20 maximum exploration chunk latency is about 5.15 s.",
"No personal saved world was opened or regenerated."
],
"engine_checks": {
"5": {
"mod_version": "0.1.0-alpha.11",
"seed": 0,
"settings": "sanctuary:population_5",
"inspected_full_chunks": 110,
"retained_water_blocks": 5656,
"fluid_ticks": 1800,
"tested_springs": 1,
"tested_spills": 1,
"tested_lava_falls": 1,
"postprocessing_reentry_witnesses": 3,
"passed": true,
"scope": "Selected basins, terraces, springs and ecology patches in explicit regions; no whole-island inventory or multiplayer load test",
"raw_report_sha256": "cfaa0a532b50399ab28808f51a871363b198a67d8c096ac13f7a011bd87ff9d0"
},
"10": {
"mod_version": "0.1.0-alpha.11",
"seed": 0,
"settings": "sanctuary:population_10",
"inspected_full_chunks": 125,
"retained_water_blocks": 5923,
"fluid_ticks": 1800,
"tested_springs": 1,
"tested_spills": 1,
"tested_lava_falls": 1,
"postprocessing_reentry_witnesses": 3,
"passed": true,
"scope": "Selected basins, terraces, springs and ecology patches in explicit regions; no whole-island inventory or multiplayer load test",
"raw_report_sha256": "aaed5b38821197c479a8acb7f2a201c64f290666c039d0b15047340e403e028c"
}
}
}
-265
View File
@@ -1,265 +0,0 @@
# Climats, expansion et ressources
Ce document fixe les décisions de conception pour la suite de Sanctuary. Le
registre persistant des continents, leur déblocage et leur génération dans les
huit directions restent à implémenter. Le relevé de ressources décrit plus bas
est un outil de développement séparé, exécuté dans le monde jetable des GameTests.
## Taille de l’île initiale — alpha.11
Deux choix de départ sont proposés : **Petit** et **Grand**, Grand par défaut.
Petit garde un diamètre nominal de 512 blocs ; Grand vise environ 724 blocs,
soit deux fois laire nominale de Petit. La hauteur reste de 384 blocs. Les
repères internes 5/10 servent au calcul de surface, sans nom de capacité affiché
ni promesse sur le nombre de joueurs, les minerais ou laire constructible.
Cette taille se choisit pour un nouveau monde et ne remplace pas le futur
déblocage collectif de continents. Grand utilise `population_10` ; les anciennes
sauvegardes 5/20/100 conservent leurs réglages et leurs dimensions. Les formats
20/100 sont cachés de la création. Les mesures de lalpha.10 conservées plus bas
restent historiques ; les contrôles alpha.11 sont dans [Validation](testing.md).
## Les huit directions climatiques
Sanctuary Island constitue le point de départ **tempéré, légèrement humide**.
Le nord conduit vers le froid, le sud vers le chaud, l'ouest vers le sec et
l'est vers l'humide. Les diagonales combinent ces tendances.
| Direction | Axe Minecraft depuis Sanctuary | Tendance climatique |
| --- | --- | --- |
| Nord | `Z` | Froid |
| Nord-est | `+X, Z` | Froid et humide |
| Est | `+X` | Humide |
| Sud-est | `+X, +Z` | Chaud et humide |
| Sud | `+Z` | Chaud |
| Sud-ouest | `X, +Z` | Chaud et sec |
| Ouest | `X` | Sec |
| Nord-ouest | `X, Z` | Froid et sec |
Ces directions définissent des familles de climats, pas huit biomes uniformes.
Le relief, l'altitude, les variations locales et la graine doivent conserver
des géographies distinctes à l'intérieur de chaque continent. Les amplitudes
de température et d'humidité, leur évolution avec la distance et les seuils
de sélection des biomes feront partie du ticket de génération des continents.
Les ressources et cultures futures, notamment celles d'It's Alive !, pourront
ainsi demander l'exploration de plusieurs climats.
Lalpha.5 proposait cinq biomes tempérés dont Dappled Forest. Lalpha.6 réserve
ce dernier aux futurs continents et donne à l’île une palette plus douce de
prairies, prairies fleuries, bosquets, corniches moussues et zones rocheuses.
La répartition tient compte de laltitude, y compris dans les strates inférieures.
La variation locale et lhumidité dépendent de la graine ; elles ne
constituent pas encore le champ de recherche directionnel des continents.
Lalpha.7 densifie les forêts de chênes et de bouleaux en surface et donne
aux corniches intérieures humides des chênes noirs et des champignons.
Des champignons vanilla peuvent aussi se rencontrer en surface. Les
clairières fleuries et les affleurements restent présents. Les essences rares
et un éventuel arbre remarquable dépendent du terrain ; chaque graine nest
pas tenue de fournir tous les bois. Les minerais de départ peuvent affleurer,
avec des petits filons et sans correction des stocks après comptage.
## Eau de surface et exploration
L'île de départ doit pouvoir accueillir naturellement des étangs et lacs de
surface, des berges propices à la canne à sucre et, lorsque le relief s'y prête,
des rivières. L'eau s'inscrit dans les creux et les chemins du terrain existant.
Les bassins gardent un fond et des berges fermés. Une grande rivière reste
facultative : elle doit suivre le relief et former un parcours lisible avec
source, chute et bassin. Ses exutoires peuvent laisser couler leau dans le vide.
Sans parcours suffisamment long, l’île conserve seulement ses petits bassins.
Lalpha.6 livre cette variante à bassins seuls ; la grande rivière reste à développer.
Lalpha.5 ajoute séparément quelques sources sortant dune niche rocheuse
naturelle : leurs cascades peuvent descendre dans le vide et servir à remonter
verticalement. Cet écoulement est volontaire ; il ne doit pas entraîner des
fuites sur toutes les rives.
Le contrat ne demande ni un bassin souterrain imposé pour obtenir un stock
d'eau, ni une cuvette ajoutée systématiquement à une position fixe. Une surface
d'eau doit reposer sur un fond naturel et disposer de berges cohérentes ; un
volume rocheux fermé sous terre ne devient pas un lac de surface. Les plantations
de canne à sucre doivent respecter leurs conditions de placement, sans modifier
la carte pour atteindre une quantité prédéterminée.
Un étang, un lac, une rivière et un bassin souterrain sont donc des résultats
différents à vérifier. Un prototype d'étangs ne valide pas automatiquement les
rivières ou l'ensemble de l'hydrologie. Le détail effectivement livré à chaque
version reste décrit dans [Génération](worldgen.md), avec ses limites.
## Observer les ressources après génération
La génération produit le monde ; l'économie apprend ensuite ce que le monde
contient. On ne force pas un nombre de blocs de pierre, de bûches ou de minerais
pour faire correspondre la géographie à un budget. Un relevé peut constater
qu'une ressource est absente, rare ou abondante pour une graine donnée. Ce constat
ne déclenche pas de remplissage ni de remplacement de blocs.
Le relevé initial servira de référence pour préparer l'économie et la progression
collective. Il distingue les blocs présents, les ressources réellement accessibles
aux joueurs, les ressources renouvelables et les objets obtenus en les récoltant.
Un bloc de minerai n'est pas un nombre garanti d'objets : outils, enchantements,
butins et transformations relèvent d'autres règles. Les blocs de bois ne comptent
pas des arbres, et un comptage de blocs d'eau ne mesure pas un débit de rivière.
Une observation dans une petite zone reste une observation locale. On ne peut
pas multiplier son résultat pour annoncer la quantité totale de l'île. Les
rapports de continents devront conserver leur propre graine, version, emprise
et état de génération, afin d'additionner seulement des régions connues et
disjointes lorsque le besoin économique sera défini.
## Ressources de départ — depuis lalpha.5
L’île vise les premières étapes de survie, les outils, lenchantement et la
redstone. Les sept minerais (charbon, fer, cuivre, or, redstone, lapis et diamant)
utilisent des petites veines à des altitudes compatibles avec le terrain relevé.
Le charbon et le fer ne reprennent plus leurs fréquences vanilla beaucoup trop
généreuses dans cette géométrie. Une petite réserve de lave peut apparaître dans une niche rocheuse accessible
pour les premières productions et laccès au Nether. Le bois, la pierre, les animaux et les cultures
renouvelables conservent leur fonctionnement Minecraft : ce réglage des minerais
ne constitue pas une interdiction des grandes constructions.
Les placements restent probabilistes, sans quota de rattrapage après comptage.
Une graine peut donc manquer dune ressource ; la présence de tout le parcours
Minecraft nest pas garantie. Les structures donnant accès à lEnd et leur lien
avec lexpansion restent à concevoir.
## Relevé de développement disponible
`ResourceSurveyDiagnostics`, dans `src/gametest`, lit les chunks au statut
`FULL`, après le terrain, les matériaux et les décorations. Il ne figure pas
dans le JAR Sanctuary distribué et n'ajoute aucune commande joueur ou admin.
La tâche repart d'un monde GameTest neuf, jamais d'une sauvegarde personnelle.
Le relevé standard inspecte **neuf chunks**, soit un carré de 48×48 blocs autour
du chunk du spawn naturel, sur toute la hauteur de la dimension. Il prépare
d'abord ces chunks et un halo voisin, puis compte exactement chaque cellule des
palettes de leurs sections. La grille éloignée du framework est exclue et sa
distance est vérifiée. Aucun objet posé, inventaire, contenu de coffre ou mob
n'est inclus dans ces comptes de blocs.
```sh
# Contrôle standard : neuf chunks inspectés, total local uniquement.
./gradlew :sanctuary:runGameTest -PsanctuaryResourceSurvey=sample --console=plain
# Relevé de toute l'enveloppe déclarée de Sanctuary, sur un monde jetable neuf.
./gradlew :sanctuary:runGameTest -PsanctuaryTestSeed=0 -PsanctuaryResourceSurvey=island --console=plain
# Désactiver seulement le relevé pour un autre diagnostic.
./gradlew :sanctuary:runGameTest -PsanctuaryResourceSurvey=off --console=plain
```
Les modes sont transmis à la propriété JVM de test
`sanctuary.test.resourceSurvey`. La propriété Gradle `-PsanctuaryTestPlayers`
choisit le profil interne. Lalpha.11 utilise `5` pour Petit et `10` pour Grand,
ce dernier par défaut ; `20` et `100` servent à la compatibilité historique.
Le mode `island` calcule lenveloppe du profil actif, avec 16 blocs de marge de
décoration et un halo de préparation dun chunk. Les valeurs ci-dessous sont
les bornes calculées lors de lalpha.10, pas des relevés exécutés ni un nombre
de chunks déjà validé pour le nouveau Grand :
| Profil | Chunks comptés par `island` | Chunks FULL préparés avec halo |
| --- | --- | --- |
| 5 | 1 444 | 1 600 |
| 20 | 4 900 | 5 184 |
| 100 | 22 500 | 23 104 |
Un relevé de toute lemprise peut être très coûteux et ne sexécute pas par
défaut. La marge devra être revue si une future génération produit des
structures ou décorations qui la dépassent. Les diagnostics alpha.10 courants
restent des inspections ciblées ; leurs nombres de minerais ne sont pas ceux
dun relevé `island` complet.
Les nouveaux fichiers sont nommés
`mods/sanctuary/build/run/gameTest/diagnostics/resource-survey-players-<capacité>-seed-<graine>-<mode>.json`.
Sur un générateur historique, le nom émis par loutil actuel porte `legacy`.
Les anciens chemins `resource-survey-seed-…` cités plus bas désignent uniquement
les relevés archivés de leurs versions respectives.
Il contient :
- La graine, la version Minecraft, le preset et les réglages de génération,
ainsi que `generator.version = sanctuary@<version du mod>`.
- Le spawn naturel, les bornes exactes en blocs et chunks, les hauteurs de la
dimension et du bruit, les coordonnées de chaque chunk inspecté au statut
`FULL`, les dates UTC et les durées de préparation et de comptage.
- Le total de toutes les cellules, les cellules d'air, les blocs non vides,
puis les comptes par identifiant de registre et par état complet, propriétés
comprises, par exemple `minecraft:oak_log[axis=y]`.
- Des agrégats explicites pour la pierre, les bûches, les feuilles, les minerais
de charbon, fer, cuivre, or, redstone, lapis, diamant et émeraude, l'eau, la
lave, le sable, le gravier, l'argile, la canne à sucre et les sols.
- La complétude dans les bornes demandées, la couverture ou non de l'enveloppe
déclarée de l'île et l'absence d'extrapolation. Aucun mode ne prétend inventorier
tout le monde Minecraft, ses autres dimensions ou ses futures expansions.
Les variantes ordinaires et deepslate des minerais sont détaillées. Les agrégats
fondés sur des tags indiquent leur définition et les membres observés. Certains
groupes se recouvrent, comme `stone` et `base_stone_overworld`, ou les blocs
d'eau et les blocs contenant un état d'eau : ils ne doivent pas être additionnés.
Les sommes des identifiants et des états doivent chacune être exactement égales
au volume inspecté, y compris l'air ; une incohérence fait échouer le GameTest.
Ce rapport est un instantané après génération, avec l'heure du jeu observée.
Il ne prédit pas les pousses, les récoltes, les pertes ni la production future.
Le format JSON est versionné pour l'outil de test ; ce n'est pas encore un
format de sauvegarde serveur ou un registre persistant de l'économie.
## Référence mesurée — graine 0, alpha.3
Le **8 septembre 2026**, un relevé complet de l'enveloppe déclarée a été effectué
sur un monde neuf de graine **0**, avec `sanctuary@0.1.0-alpha.3` et les réglages
`sanctuary:sanctuary_384`. Il couvre **1 444 chunks FULL**, de **304 inclus à
304 exclu en X et Z**, et de **0 inclus à 384 exclu en Y**. Le volume inspecté
est donc exactement **608 × 608 × 384 = 141 950 976 cellules**.
| Ressource observée | Nombre de blocs |
| --- | ---: |
| Pierre (`minecraft:stone`) | 7 355 184 |
| Bûches, tag `minecraft:logs` | 10 946 |
| Minerai de charbon | 101 399 |
| Minerai de fer | 67 198 |
| Minerai de cuivre | 2 352 |
| Minerai de diamant | 6 |
| Minerais d'or, redstone, lapis et émeraude | 0 chacun |
| Gravier | 121 044 |
| Terre et blocs d'herbe | 728 630 |
| Feuilles | 117 735 |
| Eau, y compris les blocs contenant de l'eau | 0 |
| Canne à sucre | 0 |
| Sable, argile et lave | 0 chacun |
Les bûches comprennent **8 765 bûches de chêne** et **2 181 de bouleau**.
Les minerais présents sont ici leurs variantes ordinaires ; aucune variante
deepslate n'a été observée. Toutes catégories confondues, le relevé compte
**8 584 514 blocs non vides** et **133 366 462 cellules d'air**. Ce sont les
quantités observées dans cette graine et cette version, sans quota ni correction
du terrain. Les zéros d'eau et de canne à sucre confirment que l'hydrologie
demandée reste à réaliser ; ils ne constituent pas une cible à conserver.
La source détaillée est le fichier local non versionné
`mods/sanctuary/build/run/gameTest/diagnostics/resource-survey-seed-0-island.json`,
terminé à **11:34:08 UTC**. Une lecture indépendante du JSON a confirmé les
1 444 coordonnées de chunks distinctes, les sommes par chunk, les agrégats et
l'égalité exacte entre le volume, le compte par identifiant et le compte par
état complet. Les huit tests requis du serveur ont réussi pendant cette exécution.
La préparation des chunks a pris **782 659 ms**, soit **13 min 2,659 s** ; le
comptage et la préparation des données à sérialiser ont pris **135 ms**. Cette
mesure locale a été effectuée sur un **Apple M1 avec 8 Go de mémoire**, avec un
essai client concurrent pendant environ 23 secondes. Elle décrit une machine
chargée et cette exécution, pas une performance garantie sur d'autres machines.
Le temps de préparation est distinct du coût du comptage par palettes.
## Contrat du prochain ticket d'expansion
Avant toute activation de continent, enregistrer côté serveur son identifiant,
sa direction parmi les huit, son centre, son emprise, sa graine dérivée, sa
version de génération, son profil climatique et son état de déblocage.
Le relevé des ressources intervient après la génération effective de sa région,
avec une complétude explicite, indépendamment des contributions qui l'ont ouverte.
Les zones déjà explorées dans le vide peuvent contenir des chunks sauvegardés
ou des constructions. L'activation exige donc un contrat de réservation ou de
matérialisation qui les protège ; elle ne peut pas régénérer silencieusement
les chunks existants. Les règles de contribution, distances, tailles,
réservations, migrations et prix ne sont pas décidées par ce diagnostic.
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# Réutiliser la génération Sanctuary 26.2
Audit de source du 8 septembre 2026, effectué en lecture seule dans le dépôt voisin
`../26.2`, à la révision `da61a3b1ec4fe161a9b5ffaab0fa3111238a35b6`
(pack `26.2.0-alpha.242`). Les chemins ci-dessous sont relatifs à ce dépôt historique.
Ce document décrit ce qui existe dans 26.2 ; il ne prétend pas que ces éléments sont
déjà portés dans Sanctuary Beta.
## Conclusion pour le premier lot
La base de terrain est réutilisable : du bruit Minecraft lié à la seed, une enveloppe
verticale d'îles flottantes, puis des masques de densité. En revanche, la génération
26.2 n'est pas un monde initialement vide avec des continents déverrouillables.
L'archipel extérieur est généré automatiquement au-delà d'un petit anneau de vide.
Le premier lot doit donc borner explicitement l'île centrale et garantir un départ
sûr, avant de construire le système persistant d'expansion collective.
## Carte des sources récupérables
| Élément | Source 26.2 | Réutilisation |
| --- | --- | --- |
| Bruit de terrain | `sanctuary/src/main/resources/data/sanctuary/worldgen/density_function/base_3d_noise.json` | `minecraft:old_blended_noise`, dépendant de la seed ; aucun bloc propre au mod. |
| Enveloppe flottante | `sanctuary/src/main/resources/data/sanctuary/worldgen/density_function/floating_archipelago.json` | Gradients verticaux combinés au bruit précédent. |
| Composition finale | `sanctuary/src/main/resources/data/sanctuary/worldgen/density_function/final_density.json` | Référence pour l'interpolation et le mélange ; remplacer le comportement extérieur infini. |
| Masques et relief | `sanctuary/src/main/java/fr/koka99cab/sanctuary26/sanctuary/worldgen/SanctuaryDensityFunctions.java` | `AnnularVoidMask`, `TectonicMassifDensity`, `TectonicVoidDensity` ; séparer les fonctions utiles du code inactif. |
| Réglages de dimension | `sanctuary/src/main/resources/data/sanctuary/dimension_type/sanctuary.json` | Plage verticale Y=0383, lumière et ciel ; vérifier les codecs de la version cible. |
| Réglages de bruit | `sanctuary/src/main/resources/data/sanctuary/worldgen/noise_settings/sanctuary.json` | Air comme fluide par défaut, aquifères désactivés, niveau marin -64 ; ne pas importer ses règles de surface en bloc. |
| Preset | `sanctuary/src/main/resources/data/sanctuary/worldgen/world_preset/sanctuary.json` | Générateur `minecraft:noise`, biomes `minecraft:multi_noise` ; garder seulement les dimensions nécessaires au lot. |
| Recherche du spawn | `sanctuary/src/main/java/fr/koka99cab/sanctuary26/sanctuary/world/SanctuarySpawn.java` | Recherche d'un sol naturel autour de l'origine ; corriger les limites décrites plus bas. |
| Lacs | `sanctuary/src/main/java/fr/koka99cab/sanctuary26/sanctuary/worldgen/feature/SanctuaryWaterLakeFeature.java` | Extension de `LakeFeature`, avec quelques cannes à sucre ; utilisable dans un lot hydrologie. |
| Ravins | `sanctuary/src/main/resources/data/sanctuary/worldgen/configured_carver/tectonic_ravine.json` | Configuration de carver ; revalider sur des îles finies. |
| Prévisualisation | `sanctuary/src/main/java/fr/koka99cab/sanctuary26/sanctuary/client/worldgen/SanctuaryBiomePreviewScreen.java` | Référence ultérieure pour visualiser la seed et la distribution des biomes. |
Le graphe actif 26.2 est approximativement :
```text
old_blended_noise -> floating_archipelago + central_halo_mask
|
max(tectonic_massifs)
|
min(void_basins)
|
blend_density -> interpolated -> squeeze
```
`IslandSpawnDensity` et `RadialVoidMask` restent enregistrés en Java mais ne font
plus partie du graphe actif. L'ancienne forme sculptée utilise des bruits de hachage
sans seed de monde passée à la fonction ; elle n'est pas un substitut fidèle au
terrain procédural actuel.
## Terramix et Black Desert
Dans ce dépôt, **Terramix est le nom du catalogue natif de 100 biomes d'Another
World**, répartis en dix familles de dix. Ce n'est pas une dépendance Fabric externe
à ajouter automatiquement au pack.
- Catalogue auteur : `anotherworld/src/main/resources/data/anotherworld/sanctuary_biome_catalog.json`.
- Lecture et familles climatiques : `anotherworld/src/main/java/fr/koka99cab/sanctuary26/anotherworld/registry/SanctuaryBiomeCatalog.java`.
- Fabrication des biomes, végétations et géologies : `anotherworld/build.gradle`,
notamment la section commençant par « Terramix is a native Sanctuary catalogue ».
- Mélange avec les biomes vanilla :
`anotherworld/src/main/java/fr/koka99cab/sanctuary26/anotherworld/mixin/MultiNoiseBiomeSourceParameterListPresetMixin.java`.
- Black Desert est un biome historique distinct, `anotherworld:black_desert`, avec
du sable noir et une géologie sombre. Ses règles de surface se trouvent aussi dans
`sanctuary/.../worldgen/noise_settings/sanctuary.json`.
Le port du seul JSON de bruit complet échouerait sans les blocs, tags et biomes
`anotherworld:*` qu'il référence. Préférer d'abord une surface et des biomes vanilla,
puis un lot dédié qui préserve les identifiants du catalogue. Le mixin climatique
historique modifie le preset Overworld global : son périmètre doit être redéfini
pour éviter d'affecter d'autres mondes par simple installation du mod.
Le changelog indique que Terralith a été retiré en alpha.143 et remplacé par le
catalogue natif en alpha.145. Ne pas confondre ces deux noms ni restaurer les anciennes
ressources Terralith lors d'un port de Terramix.
## Limites et défauts à traiter
1. **L'extérieur n'est pas vide.** Le masque annulaire actif protège un rayon nominal
de 96 blocs, entre dans le halo sur 160 blocs et quitte celui-ci à partir de
256 blocs sur 96 blocs, avec une distorsion de 32 blocs. Il retrouve donc
l'archipel normal vers 352 blocs nominalement. Ce masque ne borne pas un monde.
2. **Aucune activation de continents trouvée.** La recherche des sources Java
Sanctuary, Another World et Master Key n'a trouvé ni registre de continents
déverrouillés, ni commande d'expansion directionnelle. Les « continents » du
changelog désignent le relief tectonique naturel. Un format de sauvegarde,
des limites de taille et une politique pour les chunks déjà explorés restent
à concevoir.
3. **Spawn non garanti.** `SanctuarySpawn` ne cherche que dans un rayon de trois
chunks autour de l'origine. En cas d'échec il conserve la suggestion vanilla,
sans créer de sol sûr. Il sélectionne à nouveau le spawn global à chaque
`SERVER_STARTED`, ce qui peut écraser le choix d'un administrateur.
4. **Reliefs extérieurs très éloignés.** Les massifs et bassins de vide actifs ont
`protected_radius=10000` et `protection_fade=2000`. Les copier autour d'une petite
île ne produit donc pas de montagne proche du départ.
5. **L'eau n'est pas une hydrologie continentale.** Le réglage emploie de l'air et
désactive les aquifères. Les lacs sont des features ponctuelles. Aucun réseau
de rivières flottantes ou d'océans suspendus contrôlés n'a été identifié dans
les sources examinées.
6. **La densité seule n'assure pas le vide final.** Les carvers, décorations et
structures constituent des étapes distinctes. Vérifier les chunks terminés,
y compris aux frontières de l'île, et borner aussi les placements qui pourraient
traverser la limite.
7. **Ordre des features sensible.** Le changelog alpha.105 rapporte un blocage
« Loading terrain » corrigé en ordonnant la végétation lush de plafond avant
celle au sol. Revalider les dépendances entre features lors du port des biomes.
Ces constats sont issus de la lecture du code et du changelog. Aucun serveur 26.2
n'a été lancé ni modifié pendant cet audit.
## Historique exploitable
L'historique Git local n'est pas shallow, mais commence par l'import
`94644a2` (« Import Sanctuary 26.2 collaboration workspace »). Le générateur principal
actuel est déjà présent dans cet import : les étapes plus anciennes ne correspondent
donc pas à des commits individuels disponibles dans ce dépôt. Leurs descriptions
restent dans `CHANGELOG.md` et `pack/migrations/`.
| Repère | Intérêt |
| --- | --- |
| Alpha.104106 | Introduction des massifs, lacs, ravins et hauteur de dimension 384. |
| Alpha.108111 | Expériences de relief extrême, puis réduction des plateaux et pentes. |
| Alpha.116120 | Protection centrale, passage à l'île procédurale et réduction du halo. |
| Alpha.143148 | Retrait de Terralith, Terramix natif, correction des transitions et prévisualisation. |
| Alpha.189 | Provinces climatiques à deux échelles, points MultiNoise vanilla conservés. |
| Commit `9c09664` | Port de l'île Indev finie pour la dimension Alpha ; sujet distinct du monde Sanctuary. |
Les profils extrêmes sont réellement présents dans
`sanctuary/design/worldgen/alpha108_mega_tectonics/` et
`sanctuary/design/worldgen/alpha110_steep_massifs/`. Les chemins `backups/` cités par
le changelog sont des repères historiques ; leur disponibilité n'a pas été vérifiée.
## Provenance et licences déclarées
Le `LICENSE` racine et le manifeste Fabric Sanctuary déclarent
`GPL-3.0-or-later`. Garder cette provenance avec les sources effectivement reprises.
La dimension Alpha possède en plus une notice BSD 3-Clause pour l'algorithme Indev
dans `sanctuary/THIRD_PARTY_NOTICES.md` ; elle concerne ce port spécifique.
`anotherworld/THIRD_PARTY_NOTICES.md` signale des textures Flower Cows dont la
permission de redistribution publique est à clarifier. Elles ne sont pas nécessaires
au générateur minimal et ne doivent pas être importées avec un lot de terrain.
## Lots proposés après l'initialisation
1. Île principale finie dépendante de la seed, vide extérieur, spawn durable et sûr,
preset explicite ; validation sur plusieurs seeds et redémarrage serveur.
2. Modèle persistant de continents : identifiant, seed, centre, orientation, taille,
état verrouillé/déverrouillé et version de génération ; définir le traitement
des chunks vides déjà visités avant toute commande d'activation.
3. Hydrologie fermée et reliefs : bassins, lacs, rivières, cavités et ravins ; vérifier
les bordures de chunks, l'écoulement et la conservation des constructions.
4. Terramix et Black Desert avec leur géologie, leurs ressources et une distribution
climatique mesurable ; puis structures procédurales et continents thématiques.
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# Distribution packwiz et Prism
Sanctuary Beta utilise une seule instance Prism, synchronisée avant chaque
lancement par packwiz. Le canal reste à l'adresse :
```text
https://git.botsu.net/koka/sanctuary-beta/raw/branch/packwiz/pack.toml
```
Les sources sont sur la branche de travail du ticket. La branche `packwiz`
contient uniquement les manifestes de distribution produits par le build ; les
JAR Sanctuary sont des pièces jointes de releases Gitea. Aucun JAR de mod ou
dépendance téléchargée n'entre dans l'historique Git. Le canal Beta est distinct
de l'ancien pack 26.2.
## Livrer une mise à jour
Dernière livraison vérifiée le 9 septembre 2026 :
[Sanctuary 0.1.0-alpha.11](https://git.botsu.net/koka/sanctuary-beta/releases/tag/v0.1.0-alpha.11),
depuis le commit source `f30a350`. Le JAR, le `.mrpack` et le ZIP damorçage
Prism sont publiés et leurs téléchargements publics vérifiés. Le canal stable
pointe sur cette version. SHA-256 du JAR :
```text
f075ad8a0b97cd53e4891273adbee5f79f04ab3984442950d5d85f58d2ded589
```
Le véritable installateur packwiz a réussi deux fois dans un dossier de
développement neuf, puis deux fois dans linstance Sanctuary Beta existante.
Le second passage laisse les fichiers gérés identiques. Un seul JAR Sanctuary
alpha.11 est actif ; les 364 fichiers personnels et réglages suivis conservent
leurs hashes, y compris les fichiers des mods tiers et leurs configurations.
Lancien JAR et les manifestes locaux sont sauvegardés hors de `mods/`, dans
`sanctuary-backups/before-0.1.0-alpha.11/` de cette même instance.
Aucun monde existant na été ouvert, converti ou régénéré par la livraison.
Les reçus locaux ignorés sont `build/alpha11-isolated-validation.json` et
`build/alpha11-prism-validation.json` ; les listes de hashes avant et après
figurent dans le dossier de sauvegarde. Les preuves du build, des deux tailles
et de performance figurent dans [Validation](testing.md).
Après les vérifications, le commit et le push de la branche du ticket, le script
de publication réalise les étapes de release et de canal ci-dessous :
```sh
python3 scripts/publish_pack.py --notes-file chemin/vers/notes.md --asset build/Sanctuary-0.1.0-alpha.11.mrpack
```
Les options sont facultatives. Ce script **publie** sur le Git configuré dans
`origin` ; il exige un arbre propre, un HEAD déjà poussé et un JAR dont la version
correspond aux sources. Il utilise les identifiants du gestionnaire Git en
mémoire, refuse de remplacer une release ou un artefact différent portant la
même version, puis vérifie les téléchargements publics et les métadonnées du
canal. Il préserve l'historique de `packwiz` et n'utilise pas de push forcé. Il
ne lance pas les tests et ne modifie aucune instance de jeu : les vérifications
de livraison restent à exécuter avant cette commande.
La procédure complète, également utilisable manuellement :
1. Modifier ensemble les versions de `gradle.properties` et `packwiz/pack.toml`.
2. Exécuter `./gradlew check build assemblePack` et les vérifications du ticket.
3. Préparer les métadonnées de la livraison, avec l'URL exacte du futur JAR :
```sh
python3 scripts/pack.py release https://git.botsu.net/koka/sanctuary-beta/releases/download/v0.1.0-alpha.11/sanctuary-0.1.0-alpha.11.jar
```
4. Pousser le commit source vérifié. Créer une release Gitea correspondant à ce
commit et joindre le JAR construit, sans remplacer les artefacts d'une release
antérieure. Vérifier que le téléchargement public possède le SHA-256 indiqué
dans `build/packwiz-release/mods/sanctuary.pw.toml`.
5. Publier le contenu de `build/packwiz-release/` à la racine de la branche
`packwiz` dans un seul commit, puis vérifier les fichiers et hashes depuis
l'URL publique. Préserver l'historique de ce canal et ne jamais y copier le
dossier `build/packwiz/`, qui contient le JAR de développement.
6. Tester une installation puis une seconde synchronisation avec le véritable
`packwiz-installer` dans un dossier de développement neuf. Le second passage
doit laisser le pack à jour sans dupliquer Sanctuary.
`mods/sanctuary.pw.toml` conserve le même chemin entre versions ; seul son nom de
JAR, son URL et son hash changent. Packwiz peut ainsi retirer l'ancien JAR qu'il
gère quand il installe le nouveau. Une première installation depuis un `.mrpack`
n'a pas encore ce suivi : voir la procédure ci-dessous.
Un ZIP d'amorçage Prism se prépare avec :
```sh
python3 scripts/pack.py prism https://git.botsu.net/koka/sanctuary-beta/raw/branch/packwiz/pack.toml
```
Il contient les versions exactes Minecraft/Fabric, la commande de lancement et
`packwiz-installer-bootstrap` v0.0.3. Le script vérifie le SHA-256 du bootstrap
officiel avant d'écrire `build/Sanctuary-Prism-auto-update.zip`. Ce ZIP est réservé
aux nouvelles installations ; les instances déjà branchées sur packwiz suivent
le canal sans être réimportées.
## Raccorder l'instance Prism existante
Fermer Minecraft avant de modifier ses mods. Fermer également Prism avant de
modifier directement `instance.cfg`, pour éviter que son état en mémoire écrase
les changements. Dans l'instance Sanctuary Beta :
1. Sauvegarder `instance.cfg` et les anciens JAR Sanctuary dans un dossier de
sauvegarde hors de `mods/`. Vérifier que l'instance utilise Minecraft
`26.3-pre-2` et Fabric `0.19.5` ; ne pas convertir une instance 26.2.
2. Mettre le bootstrap issu du ZIP dans son dossier `minecraft/` (ou `.minecraft/`
selon l'installation).
3. Dans **Modifier → Paramètres → Commandes personnalisées**, activer les
commandes et renseigner la commande avant lancement ci-dessous.
4. Pour une instance issue d'un ancien `.mrpack`, déplacer seulement l'ancien
JAR Sanctuary non géré dans la sauvegarde préparée, puis faire la première
synchronisation packwiz. Conserver les autres mods et données personnelles.
Si la synchronisation échoue, remettre ce JAR et les réglages sauvegardés.
5. Vérifier qu'il reste un seul mod Sanctuary actif et que `packwiz.json` est
présent dans le dossier Minecraft. Les prochaines mises à jour sont suivies
par ce manifeste local : ne pas le supprimer entre les versions.
Commande à coller dans l'interface Prism :
```text
"$INST_JAVA" -jar "$INST_MC_DIR/packwiz-installer-bootstrap.jar" --bootstrap-main-jar "$INST_MC_DIR/packwiz-installer.jar" --pack-folder "$INST_MC_DIR" --multimc-folder "$INST_DIR" https://git.botsu.net/koka/sanctuary-beta/raw/branch/packwiz/pack.toml
```
Une modification directe de `instance.cfg` doit échapper les guillemets au format
Qt INI (`\"`) et activer `OverrideCommands=true`. Ces clés et
`PreLaunchCommand` doivent être dans la section **`[General]`**, jamais ajoutées
après la section `[UI]`. Le ZIP préparé le fait déjà. Rouvrir les commandes
personnalisées dans Prism pour vérifier que la commande est effectivement lue.
Une instance importée d'un `.mrpack` peut être marquée `ManagedPack=true` :
dès que packwiz en assure les mises à jour, utiliser `ManagedPack=false` pour
éviter deux mécanismes de gestion sur le même pack.
## Données locales et mondes
Le pack livré possède uniquement les fichiers déclarés dans son index. Il ne
déclare ni `saves/`, ni `options.txt`, `servers.dat`, `screenshots/`, ni les packs
graphiques personnels. L'installation de packwiz et une mise à jour des mods
n'autorisent pas à supprimer ou régénérer un monde.
La hauteur de 384 blocs, le dessous sculpté et le ciel de l'alpha.3 se testent
dans un **nouveau monde** avec le preset **Sanctuary**. Les anciens mondes gardent
leurs identifiants de génération et leurs hauteurs. Lhydrologie de lalpha.4
nécessite elle aussi un nouveau monde Sanctuary ; la mise à jour de linstance
najoute pas deau aux sauvegardes existantes. Les nouvelles plages, cascades,
biomes et petits filons de lalpha.5 utilisent à leur tour un identifiant
séparé : créer un nouveau monde Sanctuary pour les découvrir. Les détails des versions de génération sont dans
[Génération](worldgen.md). Les changements de version Minecraft ou de format
de sauvegarde demandent leur propre ticket et contrat de migration.
Lalpha.6 utilise à son tour `sanctuary:sanctuary_layered` pour ses biomes par
altitude et sa nouvelle hydrologie. Créer un nouveau monde Sanctuary ; les
sauvegardes alpha.5 conservent notamment leur palette avec Dappled Forest.
Lalpha.7 sélectionne `sanctuary:sanctuary_woodland` pour ses forêts, ses
roches variées et ses minerais affleurants. Les mondes alpha.6 gardent
`sanctuary:sanctuary_layered` ; aucune régénération de chunks nest effectuée.
Lalpha.8 sélectionne `sanctuary:sanctuary_rift` pour les failles, les grandes
rivières, les champignons géants et la géologie des profondeurs. Créer un
nouveau monde Sanctuary pour les découvrir. La même instance Prism reçoit
le nouveau JAR par le canal stable ; ses sauvegardes et réglages sont conservés.
Les mondes alpha.7 et antérieurs gardent leurs paramètres de génération.
Lalpha.9 utilise `sanctuary:sanctuary_cavern` pour les cavités luxuriantes,
les géodes, les geysers et les terrasses deau. Un **nouveau monde Sanctuary**
est nécessaire pour essayer cet incrément. Les mondes
alpha.8 conservent `sanctuary:sanctuary_rift` ; leur contenu nest pas retouché
par une mise à jour de la même instance Prism. Les anciennes sauvegardes et
les réglages ont été conservés lors des deux synchronisations de livraison.
Lalpha.10 propose des choix de taille pour 5, 20 et 100 joueurs, avec
20 par défaut. Ils sappliquent à un **nouveau monde**. Les profils sauvegardés `sanctuary:population_5`,
`sanctuary:population_20` et `sanctuary:population_100` sont séparés des
anciens réglages, notamment `sanctuary:sanctuary_cavern` de lalpha.9.
La mise à jour de la même instance Prism nagrandit aucune île
existante, ne modifie pas les paramètres de génération enregistrés et ne
nécessite pas de réimporter le ZIP damorçage. Les fichiers de sauvegarde,
captures, packs graphiques et réglages personnels suivis ont conservé leurs
hashes lors des deux synchronisations de livraison.
Lalpha.11 propose deux choix : **Petit** et **Grand**, Grand par défaut.
Le preset `sanctuary:sanctuary` crée un nouveau monde `population_10` ;
Petit garde `sanctuary:sanctuary_5` / `population_5`. Les anciens mondes
20/100 restent chargeables à leur taille enregistrée, alors que leurs formats
sont cachés de la création. Les formats de sauvegarde sont inchangés.
Loptimisation conserve les résultats pour un même réglage. La livraison a
préservé les fichiers personnels suivis, les mods tiers et leurs configurations.
Linstance na pas été réimportée et aucun mod tiers na été retiré. Les
sauvegardes personnelles sont restées fermées pendant les essais et la synchronisation.
Références officielles : [installation packwiz](https://packwiz.infra.link/tutorials/installing/packwiz-installer/),
[commandes Prism](https://prismlauncher.org/wiki/help-pages/custom-commands/),
[bootstrap v0.0.3](https://github.com/packwiz/packwiz-installer-bootstrap/releases/tag/v0.0.3).
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# Sanctuary — vision du projet
Ce document conserve les intentions exprimées au démarrage de Sanctuary Beta. Il décrit une **destination de conception**, pas une liste de fonctionnalités déjà livrées. Le code, les tests et les notes de version font foi pour l'état réel du mod. Les valeurs d'équilibrage ci-dessous sont des propositions initiales à éprouver en jeu.
La cible demandée est **Minecraft 26.3 avec Fabric**. Au démarrage du dépôt, le 8 septembre 2026, la base disponible retenue est **26.3-pre-2** ; les versions effectivement utilisées restent indiquées dans la configuration de construction. La première étape est d'initialiser proprement le projet, puis de retrouver et d'adapter les idées pertinentes du générateur de l'ancienne version 26.2.
## Le projet en quelques mots
> Sanctuary is a free expansion of Minecraft that reshapes the game around a floating world. Players begin together on Sanctuary Island, isolated in the void. By exploring, building infrastructure and producing resources, they progressively unlock new floating continents, each with its own geography. Rather than a linear campaign, the server itself becomes a world that grows through the action of its players.
Sanctuary transforme Minecraft en un monde flottant d'exploration, de production et de progression collective. Tous les joueurs commencent sur l'île de Sanctuary, isolée dans le vide. Leurs constructions, leurs explorations et leurs chaînes de production permettent d'ouvrir de nouveaux continents suspendus.
L'objectif mythologique est de progresser d'une condition très limitée, proche du hardcore, vers les possibilités du mode créatif, par la coopération. Le serveur conserve l'histoire de cette transformation : les continents ouverts, les ressources produites, les événements, les étoiles et les constellations. Battre l'Ender Dragon devient un événement parmi d'autres, et non la conclusion obligatoire d'une campagne.
## Principes de conception
- **Un monde construit par ses habitants.** Les efforts collectifs doivent avoir des effets durables et visibles sur le serveur.
- **Des objets et des gestes dans le monde.** Favoriser panneaux, ordinateurs, cloches, bannières, télescopes et infrastructures pour accéder aux systèmes. Ajouter un menu quand il sert réellement l'interaction.
- **Coopération et initiative individuelle.** Permettre les projets communs sans effacer les possessions, les collections, les voisinages ni les constructions personnelles.
- **Une progression par l'expérience et la production.** L'XP sert aux capacités, aux transports et aux actions créatives ; les ressources et les métiers soutiennent l'expansion.
- **Un monde aux ressources localisées.** Il faut partir explorer pour trouver certains biomes, cultures, structures et matériaux.
- **Humour, surprise et souvenirs.** Les noms d'entités, les événements, les animaux rares et les objets insolites comptent autant que les systèmes économiques.
- **Un développement par tickets.** Livrer une petite mécanique jouable et vérifiable, puis l'ajuster avec des tickets de fonctionnalités et de bugs. Ne pas construire tous les systèmes avant de pouvoir jouer.
## Périmètre de départ
Le premier incrément porte sur le socle Fabric et la génération du monde : retrouver le générateur 26.2, produire une île principale dans un vrai vide, assurer une arrivée commune et sûre, puis poser une manière reproductible de générer des continents à une distance, une direction et une taille choisies.
La progression, l'économie, les nouveaux monstres, les interfaces de pack et les autres dimensions restent des intentions futures. Ils ne constituent pas des dépendances du premier générateur. Le [backlog](backlog.md) précise les premiers tickets et leurs critères d'acceptation.
## Mod, modpack et modules autonomes
| Ensemble | Rôle souhaité |
| --- | --- |
| **Sanctuary, le mod** | Monde flottant, expansion, progression collective et systèmes propres à cet univers. |
| **Sanctuary, le modpack** | Distribution avec packwiz, configurations, mods communautaires, resource packs et shader packs. |
| **It's Alive !** | Mod de cuisine et d'agriculture autonome, raccordable aux biomes, événements et déblocages de Sanctuary. |
| **Only Fun** | Mod autonome consacré aux interactions humoristiques, aux anniversaires et à des activités sociales. |
| **Master Key** | Bibliothèque d'outils et de permissions d'administration destinée aux différents mods, afin d'administrer et de réparer sans devoir jouer en créatif. |
L'apparence du pack peut inclure les mentions affichées, les crédits, l'icône, l'écran de chargement et des adaptations visuelles. Les licences et attributions des composants restent attachées à leurs ayants droit ; choisir une licence pour le travail original est une décision distincte de personnaliser son habillage.
Les intégrations communautaires envisagées comprennent Fabric API, Sodium, Iris, Vitrail, Indium, Just Enough Items, Simple Voice Chat, Xaero's Minimap et Dynamic Torches. Golden Days est envisagé pour l'apparence du monde Alpha, et Litematica pour les plans de construction. Ce sont des pistes d'intégration : la disponibilité sur la version cible, les noms exacts, les dépendances et les conditions de distribution doivent être vérifiés au moment de chaque ticket.
**TerraMix** désigne ici le catalogue natif de 100 biomes d'**Another World**, retrouvé dans l'historique 26.2. Sa reprise et son extension sont une piste pour les continents ; ce nom ne désigne pas une nouvelle dépendance externe obligatoire.
## Monde flottant et expansion
### Sanctuary Island et continents
L'île de Sanctuary est le point de départ commun. Elle flotte dans un vide qui ne doit pas être rempli par la génération habituelle du monde. Les continents suivants sont de vastes terres suspendues, créées progressivement selon une taille et une direction maîtrisées.
Le choix de taille initiale se limite à **Petit** et **Grand**, avec Grand
par défaut. Petit prend une référence de 512 blocs de diamètre ; Grand vise
environ 724 blocs, soit deux fois son aire nominale, sur une hauteur de
384 blocs. Les repères internes 5/10 ne constituent ni les noms affichés ni
une promesse de capacité multijoueur. Ce resserrement des tailles doit limiter
les distances entre constructions.
Lalpha.11 implémente ces deux choix et loptimisation des chargements. Les
anciens formats 20/100 sont masqués à la création mais restent chargeables
avec leurs paramètres enregistrés ; aucune sauvegarde nest réduite.
Les mesures serveur et leurs limites sont consignées dans [Validation](testing.md).
Ce dimensionnement ne remplace pas lexpansion collective ni ne garantit
une aire habitable ou un stock de ressources par joueur.
L'île initiale doit être **tempérée et légèrement humide**, avec quelques zones
plus sèches, notamment de larges plages et dépôts irréguliers de sable, gravier,
pierre et terre enherbée. De petits étangs ou lacs de surface
peuvent accueillir de la canne à sucre. Lorsque le relief le permet, une grande
rivière suit la forme de l’île, depuis une source jusqu’à une cascade et un
bassin, avec des rives de sable, de gravier et dargile. Ce parcours doit former
un lieu reconnaissable ; il reste facultatif. À défaut, l’île conserve ses
petits bassins, sans imposer de courts ruisseaux. Le terrain est traité près de la surface,
avec des dépôts épais et des rives variées. De rares sources sortent de niches
rocheuses naturelles et leurs cascades peuvent descendre jusque dans le vide ;
les bassins restent retenus et ne doivent pas provoquer une inondation globale.
Une rivière peut avoir des échappements et des chutes déclarés. Les eaux
intérieures doivent rester localisées et retenues, sans aquifère qui remplit
globalement les cavités. Des bassins naturels étagés, évoquant des rizières,
peuvent se relier par des cascades et offrir des passages verticaux par la nage.
Cette image ne prévoit aucune culture de riz dans le mod Sanctuary.
Le terrain doit laisser voir un dessous sculpté et dégagé, dans un monde de
**384 blocs de hauteur**, avec des
nuages relevés et sans disque noir artificiel apparaissant sous un seuil d'altitude.
Lambiance de départ doit rester douce et tempérée, avec de véritables forêts
et des clairières fleuries, quelques zones plus sèches et de larges masses
rocheuses mêlant pierre, andésite, diorite et granite. Les nappes de sable et
de gravier accompagnent les eaux. Charbon, fer et cuivre doivent aussi pouvoir
affleurer sur la roche exposée pour commencer la survie, avec du charbon assez
repérable pour fournir les premières expériences. Les failles doivent ouvrir
des passages courbes et des vues vers les profondeurs, sans reconstruire une
masse artificielle au centre de l’île.
La géologie change en descendant : tuf, cobblestone, pierres moussues et boue
compactée dans les intérieurs humides, puis ardoise des abîmes, roche noire et
basalte. Des poches de soufre doivent être réellement explorables et rester
ponctuelles, avec de vrais geysers actifs lorsque les conditions sy prêtent.
Quelques sources profondes peuvent former des coulées de lave ; elles ne doivent pas
transformer les profondeurs en grands bassins remplis. L’émeraude rejoint les
minerais à rechercher, avec lor, le diamant, la redstone et le lapis.
Les bois dominants sont le chêne, le chêne noir et le bouleau : chênes et
bouleaux en surface, chênes noirs et gros champignons dans lintérieur plus
humide, avec de petits champignons dispersés et des tapis variés de mousse,
podzol et mycélium. Épicéa, jungle, acacia, palétuvier et chêne pâle restent rares
mais possibles ; du bambou peut se rencontrer dans les profondeurs. Un arbre remarquable isolé peut être un
cerisier rose ou une autre de ces essences rares, lorsque le terrain convient.
Les biomes très contrastés de Minecraft 26.3, dont Dappled Forest, restent
réservés aux futurs continents.
Les cavités sous l’île doivent aussi accueillir des ambiances luxuriantes
avec de la végétation lumineuse, des secteurs à stalactites et stalagmites et
des géodes daméthyste. Leur décor doit utiliser les sols et plafonds du relief,
sans reconstruire l’île ni déposer de structures flottantes sans support.
Lalpha.9 introduit ces ambiances et recherche des lacs plus profonds et
volumineux ; les résultats et leurs limites sont documentés dans les contrôles moteur. Ces cavités appartiennent à
lOverworld de Sanctuary et ne remplacent pas le futur projet de dimension
des cavernes.
L’île doit offrir les ressources nécessaires aux premières étapes de Minecraft,
en quantités modestes pour pousser à explorer les expansions lors des grands
projets. Les minerais doivent être trouvables aux altitudes du terrain. Les
stocks sont observés après génération et les ressources renouvelables gardent
leurs règles Minecraft. Le réglage précis de ces quantités reste à éprouver en
partie coopérative. La recherche de lalpha.8 porte notamment sur une rivière
calme continue reliant deux bassins au même niveau, alimentée par une source
en paroi et sa cascade. Son tracé doit former de larges courbes, avec une
largeur variable et des berges progressives. La petite réserve de lave est
recherchée dabord dans les étages profonds ; un site plus haut reste possible
si la roche ne fournit pas de niche compatible en dessous. Ces formes restent
facultatives selon le relief ; leur existence doit être démontrée en jeu.
L’état de chaque incrément et ses limites
figurent dans [Génération](worldgen.md).
Le premier champ de recherche des expansions associe les **huit directions**
autour de Sanctuary à des signatures de température et d'humidité. En regardant
la carte avec le nord en haut : **nord froid, sud chaud, ouest sec et est humide**.
Les diagonales combinent ces tendances. La recherche porte sur des climats et
leurs distributions, sans imposer la même forme de continent à chaque direction.
L'économie naturelle d'une île doit être connue **après sa génération** : nombre
de blocs de pierre, bûches, minerais de charbon, de fer et autres ressources,
avec une emprise et un état de référence précis. Ce relevé constate ce que la
génération a produit ; il ne force pas des quotas de ressources et ne choisit pas
une seed pour atteindre un stock prédéterminé. Un relevé partiel doit rester
identifié comme tel. Le contrat de recherche et de relevé est détaillé dans
[Expansion et ressources](expansion.md).
Leur géographie doit rester variée : perforations et passages de vide, océans et lacs retenus dans le terrain, rivières flottantes, montagnes, ravins et reliefs lisibles depuis les airs. Le système doit pouvoir conserver les constructions et les chunks déjà explorés lorsqu'une nouvelle expansion est ouverte.
L'ambition est de reprendre puis d'étendre la centaine de biomes du catalogue TerraMix d'Another World, avec des biomes originaux comme le **Black Desert**. Cette diversité sera introduite après la validation du terrain de base et de son adaptation technique.
### Structures et territoires
- **Lost Cities** : des zones traitées comme des biomes, où des bâtiments en ruine remplacent la végétation dominante. Le nom exprime ici un type de territoire souhaité, sans décider encore s'il sera produit par une intégration ou par du code Sanctuary.
- **Structures contemporaines** : parcs, parkings et autres vestiges. Les parkings sont souterrains et peuvent s'étendre comme une infestation. Ils n'apparaissent pas dans la dimension des cavernes.
- **Structures uniques et donjons** : d'abord sur Sanctuary Island, puis dans les continents. Ils peuvent contenir des clés de chunk et d'autres ressources rares.
- **Secret rooms et challenge rooms** : des accès présents dans le monde mènent à des indoors aménagés, avec des équipements, des épreuves ou des gisements de fer, d'or, d'argent ou de titane.
### Dimensions
| Dimension | Intention |
| --- | --- |
| **Cavernes** | Monde destiné au minage, avec des biomes souterrains, sans mineshafts ni parkings. Des cités anciennes particulièrement difficiles accueillent plusieurs types de squelettes et un nécromancien illageois qui les invoque. Il détient une boule de cristal. |
| **Alpha** | Monde inspiré de Minecraft Indev et des premières versions, avec les anciennes textures de Golden Days actives uniquement dans cette dimension. Notch y est un boss. |
| **Backrooms** | Monde sombre à plusieurs niveaux, exploré avec une source de lumière. Les joueurs y arrivent dans un lit. Il reçoit dans des coffres les objets perdus dans le vide ou brûlés ; c'est aussi un territoire d'exploration et un lieu de quête. |
| **Indoors** | Petits espaces associés à des objets, déclinés en classes de volume, avec une taille indicative allant de 5 × 5 × 5 à 100 × 100 × 100 blocs. Ils peuvent servir d'intérieurs, de salles secrètes ou de lieux d'événements. |
La géométrie des indoors reste à décider : certains peuvent être des volumes précisément délimités, d'autres des espaces fermés qui se rebouclent en trois dimensions, de type tore 3D. Leurs objets d'accès sont liés à la mailbox de leur propriétaire et doivent être récupérables s'ils sont perdus. Les règles de propriété, de partage, de transfert et de sortie sûre seront définies avant leur implémentation.
## Progression personnelle et collective
### Capacités initiales
Le joueur commence avec trois cœurs, trois icônes de nourriture, une capacité respiratoire réduite, une vitesse de minage très faible et l'impossibilité de courir. L'armure conserve son fonctionnement habituel.
L'XP et les niveaux permettent d'acheter des améliorations. L'exemple de courbe souhaitée double les coûts : **1, 2, 4, 8, 16, 32, 64 niveaux**. Les valeurs doivent être testées séparément pour chaque capacité ; il reste notamment à confirmer si chaque achat consomme des niveaux entiers ou une quantité d'XP équivalente.
Les capacités peuvent atteindre les valeurs usuelles de dix cœurs, dix icônes de nourriture et une respiration complète par la progression normale en XP. Le nombre d'étapes et les plafonds seront arrêtés dans les tickets concernés.
### Inventaire, prestige et déblocages
L'inventaire commence à une rangée et peut s'étendre jusqu'à six par la progression normale. La place de la barre rapide dans ce comptage reste à préciser.
Les **prestiges débloquent des slots de factions**. Ils ne donnent pas de capacités bonus ni de rangées d'inventaire supplémentaires. Le nombre de slots accordés par prestige et leurs règles d'utilisation seront précisés dans les tickets de factions.
La progression peut débloquer une table de fabrication dans l'inventaire, des capacités de minage et de construction, et l'accès à certaines fonctions de mods communautaires. Les joueurs peuvent également porter des capes et des familiers ; les spawn eggs correspondent à différents pouvoirs de familier.
Les recettes de Just Enough Items sont révélées par paliers liés aux advancements. Les advancements Minecraft donnent accès aux recettes Minecraft ; ceux de Sanctuary ouvrent les blocs décoratifs, équipements et systèmes correspondants. Il faudra distinguer dans chaque ticket l'affichage des recettes, leur connaissance et l'autorisation réelle de fabriquer.
### Construction et production
- **Mining** améliore la vitesse de minage et ouvre le vein mining : extraction de blocs d'une même veine ou sur un plan défini par l'orientation du joueur.
- **Building** ouvre des outils de pose et de remplissage de surfaces, dont le vein building.
- **Plans et préfabriqués** : conserver et copier ses constructions, puis accéder à un catalogue de prefabs. Une intégration adaptée de Litematica est envisagée. Un ancien concept de « voxelier » dans un ordinateur permettait de créer des modèles en cubes ; cette piste est considérée comme complexe et n'est pas prioritaire.
## Monnaies, propriétés et échanges
### Les trois gemmes
Les trois gemmes forment la palette et la symbolique triangulaire de Sanctuary.
| Gemme | Fonction souhaitée |
| --- | --- |
| **Émeraude** | Économie locale des villageois, échanges et travail dans le monde. |
| **Rubis** | Monnaie des échanges passant par les services du serveur et ses boutiques. Nouveau minerai à extraire. |
| **Saphir** | Réservation et sauvegarde de quantités limitées d'objets dans le catalogue. Nouveau minerai à extraire. |
### Mailbox, dépôts et boutiques
Chaque joueur a une **mailbox** et le serveur dispose de **deposit boxes** pour les apports collectifs. Les achats autorisés sont livrés dans la mailbox. Les échanges doivent pouvoir être reliés à la progression du serveur et aux ressources qu'il conserve.
Le shop propose des offres flash renouvelées toutes les heures. Le joueur peut débloquer jusqu'à neuf emplacements avec son XP. Le black market accueille les offres des joueurs ; le catalogue permet de réserver une quantité limitée d'un objet contre des saphirs. Des extensions et emplacements supplémentaires peuvent apparaître comme récompenses d'événements.
Le shop pourrait devenir une infrastructure coûteuse à construire, accessible physiquement et située en fin de progression. Sa forme exacte reste ouverte : bâtiment joueur, service du serveur ou combinaison des deux. Des casinos événementiels peuvent être installés dans de grands indoors où les joueurs se retrouvent.
### Bourse du navet
Les **navets** s'achètent **uniquement le dimanche, lors de la loterie**. Pendant la semaine, les joueurs peuvent les revendre au shop au cours variable de la **bourse du navet**. Aucun achat de navets n'est proposé les autres jours.
### Coffre-fort, équipes et braquage
Chaque joueur peut posséder un seul coffre-fort. Il contient plus de gemmes qu'un inventaire et permet un porte-monnaie utilisable en jeu. Le coffre doit pouvoir être caché et peut être percé avec une **drill en titane**.
Chaque joueur a une couleur unique, qui sert de couleur d'équipe. Des joueurs peuvent se fédérer en équipes temporaires, factions ou voisinages et partager les gains d'une action, y compris d'un braquage. Les slots de factions se débloquent grâce aux prestiges. Les conditions d'accès, les protections et l'équilibrage entre coopération et conflit devront être explicités dans ces tickets.
## Villageois et automatisation
Une bannière placée au-dessus d'une cloche associe un village à une faction. Faire sonner la cloche permet de mettre à jour l'appartenance des villageois concernés à l'équipe associée. Le rayon, le choix de la bannière et les conflits de cloches restent à spécifier.
Les villageois peuvent être payés en émeraudes pour réaliser des tâches cohérentes avec leur métier vanilla. Trois secteurs se complètent : **récolte**, **transformation** et **services**. Ils peuvent, par exemple, récolter du blé, le déposer dans une boîte ou le moudre. Les copper golems et la redstone participent au transport et aux chaînes de production.
Les **conveyor belts**, fabriqués notamment avec du cuir de vache, déplacent les objets sous forme de drops dans le sens de pose du bloc. Ils se combinent avec les droppers pour acheminer les ressources sur des distances importantes.
## Machines, équipements et redstone
- **Ordinateur 8 bits** : bloc programmable avec six ports d'entrée et de sortie, permettant de construire ses propres comportements de redstone. Des évolutions en contrôleur et en ordinateur d'interface donnent accès, dans le monde, aux systèmes d'expansion.
- **Terminal et storage en titane** : stockage de fin de progression, avec jusqu'à 128 coffres connectés consultables par un terminal commun, afin de déposer et retrouver ses objets sans tri manuel constant.
- **Chunky et clé de chunk** : bloc fabriquable maintenant un chunk actif. Son activation requiert une clé trouvable dans les donjons et structures, afin que le chargement permanent ait une valeur d'exploration et d'échange. L'orthographe des noms sera fixée à partir de l'historique.
- **Particuleur** : émetteur de particules dont l'effet dépend de l'objet inséré et dont l'intensité dépend du signal de redstone.
- **Caméra** : photographie le jeu et transforme les images en cartes Minecraft utilisables dans les item frames.
- **Œil d'araignée (spider eye)** : révèle les niveaux de lumière dans le monde, pour visualiser l'intensité de l'éclairage.
- **Disque blanc** : renommé avec une référence à une vidéo YouTube, il permet d'en jouer le contenu dans un jukebox. La forme exacte de la référence et le comportement audiovisuel restent à décider.
- **Équipements en titane d'anomaly** : équipements impossibles à fabriquer, indestructibles, avec des enchantements exceptionnellement forts. Les machines fabriquables en titane forment une catégorie distincte.
### Armes et explosifs
L'argent, appelé aussi **silver**, est le métal des armes de précision et de certaines technologies :
- Le **creeper lock** consomme de la poudre à canon pour une attaque explosive de courte portée.
- La **mitraillette** repousse les monstres à moyenne portée. Elle emploie des munitions métalliques de puissance variable ; le choix précis entre pépites et lingots reste à fixer.
- Le **mining rifle** est une arme de longue portée utilisant des minerais.
Ces armes peuvent recevoir des enchantements adaptés. Les nouveaux explosifs comprennent une **Weather TNT** qui dissipe la pluie, une **Fragment TNT** qui libère plusieurs TNT, une **Randomizer TNT** qui redistribue les blocs autour d'elle, et une **Mega TNT** plus puissante.
Les **lucky blocks** déclenchent volontairement un événement imprévisible, parfois très favorable, parfois franchement nuisible : récompenses rares, mort, poison, sorcières, lave ou dégâts causés par des explosifs. Leur risque et leur injustice font partie du concept ; la zone et les conditions de ces effets seront fixées dans le ticket avant leur ajout à un serveur partagé.
## Déplacements et interactions
| Système | Comportement souhaité |
| --- | --- |
| **Waystones horizontales** | Voyager dans une même dimension vers une waystone connue, avec un coût d'XP croissant selon la distance. |
| **Waystones verticales** | Ascenseurs : sauter pour monter, se baisser pour descendre. L'étage de destination n'a pas besoin d'avoir été découvert. |
| **Téléporteur longue distance** | Préparation plus lente, mais grandes distances possibles, avec une arrivée approximative. |
| **Zipline** | Corde reliant deux installations, jusqu'à une distance indicative de 512 blocs. Un clic droit lance le trajet, moins rapide qu'un minecart à pleine vitesse. |
| **Grappling rod** | Viser un point pour s'y tirer, avec un risque réel de chute. Consomme des leads qui ne sont pas récupérés. |
| **Bateau avec poule** | Aéronef simple obtenu en plaçant une poule dans un bateau, permettant notamment le transport de villageois. |
| **Biplan** | Aéronef à deux places, plus rapide que le bateau volant, mais plus lent que les elytras. |
| **Happy Ghast** | Monture volante à quatre places, avec une vitesse doublée. « Happy gust » a été prononcé dans la description ; l'identifiant exact est à vérifier. |
| **Totem de Notch / Magic Carpet** | En tenant le totem, faire apparaître une plateforme de verre sous ses pieds pour marcher dans les airs et faciliter la construction. La taille de la plateforme, évoquée comme trois blocs, reste à fixer. |
Un sneak + clic droit permet de porter un mob sur sa tête, avec une limite d'un mob porté. Sur un autre joueur, le même geste permet de se placer sur sa tête. Un double sneak sans déplacement permet de s'asseoir.
## Faune, créatures et personnages
### Hostiles et fantômes
Une famille de zombies inspirée de Left 4 Dead comprend le **Hunter**, le **Charger**, le **Spitter**, le **Boomer** et l'**Infecté**. Le **Tank** et le **zombie géant** sont des boss futurs.
Le système d'insomnie et les phantoms vanilla disparaissent lorsque le monde passe au temps réel. Ils laissent place à d'autres fantômes, dont une **baleine volante, fantomatique et apaisante**, qui passe autour des joueurs et peut s'inviter dans le paysage comme un photobomb.
Un **Happy Creeper**, bienveillant, porte une fleur sur la tête et un visage différent. Des creepers rares ont également des apparences variées.
### Poules rares
Une poule ordinaire peut très rarement pondre un œuf en or. Les quatre variantes rares sont classées ainsi :
Les facteurs se cumulent d'une variété à la suivante. Si **T** est l'intervalle moyen entre deux pontes d'une poule ordinaire :
| Poule | Production | Fréquence de ponte | Intervalle moyen |
| --- | --- | --- | --- |
| Émeraude | Émeraudes | 2 fois moins souvent qu'une poule ordinaire | 2 × T |
| Rubis | Rubis | 4 fois moins souvent que la poule émeraude | 8 × T |
| Saphir | Saphirs | 8 fois moins souvent que la poule rubis | 64 × T |
| Or | Œufs en or | 16 fois moins souvent que la poule saphir | 1 024 × T |
Ces quatre variantes **ne peuvent pas se reproduire**. Leur rareté doit préserver la valeur de la monnaie. Les joueurs les protègent avec des armures de poule inspirées des armures de loup, colorables, et peuvent les nommer. L'objectif est de créer de l'attachement et de l'attention à ces animaux.
### Mooblooms et noms d'entités
Les **Mooblooms** sont des variantes de vaches très rares associées aux fleurs, avec de petites et grandes versions. La liste initiale comprend hibiscus, narcisse, tulipes roses, orange, rouges et blanches, marguerite/oxeye daisy, tournesol, allium, houstonie/azure bluet, orchidée bleue, bleuet/cornflower, pissenlit, muguet, lilas, rose, rose bleue et coquelicot/poppy. Les libellés exacts, la variante « moobloom » générique et les équivalences linguistiques devront être alignés sur les ressources existantes.
La progression peut débloquer l'affichage de noms pour toutes les familles d'entités. Chaque famille a un registre humoristique : pseudos « kikoolol Xbox 360 » pour les zombies, alphabet galactique Minecraft pour les Endermen, et des noms variés pour les animaux.
### Végétation propre à Sanctuary
Nouveaux bois envisagés : **lavande, ébène, mossy et blueberry**. De nouvelles fleurs comprennent les roses et les roses bleues. Les formes finales des arbres et les noms de registre restent à définir.
## Temps réel, calendrier, événements et ciel
L'heure du jeu suit l'heure réelle : à 8 h du matin sur le serveur, il est 8 h dans le monde. L'administrateur choisit le fuseau ou le décalage horaire. Le sommeil ne sert donc plus à faire avancer la nuit, ce qui libère un rôle pour le lit comme entrée dans les Backrooms.
Un calendrier expose des nombres de jours simples : âge du serveur depuis sa création et nombre de jours écoulés depuis une origine historique de Minecraft. La date exacte de cette origine reste à choisir. Cette chronologie fait partie de la mythologie de Sanctuary.
Des panneaux d'événements permettent de proposer une activité et de s'inscrire, en lien avec les factions. Des anniversaires issus d'Only Fun peuvent y être reliés. Des événements suivent un cycle évoqué comme six jours actifs et un septième jour de repos ou de fête ; la durée et l'ancrage hebdomadaire doivent être confirmés.
Une **loterie du dimanche** permet de collecter des tickets pendant la semaine. Le nombre de tickets augmente les chances de récompense : lootboxes anomaly, emplacements du catalogue ou extensions du shop. Les probabilités et le financement des récompenses doivent préserver la rareté des ressources.
La loterie du dimanche accueille aussi l'unique occasion hebdomadaire d'acheter les navets de la [bourse du navet](#bourse-du-navet), revendables ensuite au shop pendant la semaine.
### Étoiles et constellations
Les premières nuits n'ont pas d'étoiles. Les advancements Minecraft et Sanctuary font naître progressivement des familles d'étoiles communes à tout le serveur. Avec une spyglass, le joueur peut observer une étoile, son nom et l'accomplissement qui l'a fait apparaître.
Il peut tracer des constellations depuis son point de vue, directement dans le ciel, sans ouvrir une interface séparée. Ajouter ou retirer un point coûte un niveau dans l'intention initiale ; il faudra préciser la différence entre point et segment lors de l'implémentation. Les constellations sont visibles par tous. Le ciel tourne plus lentement que le cycle quotidien, de sorte que les nuits évoluent au fil des jours.
## Quêtes, récompenses et cosmologie
### Panneaux et lootboxes
Les panneaux de quêtes utilisent les trois gemmes et leurs couleurs : vert émeraude, rouge rubis, bleu saphir, pour trois paliers de difficulté. Le nombre de quêtes réalisables est limité par heure. Le joueur voit les récompenses avant de choisir ; les quêtes donnent notamment de l'XP et des lootboxes.
Quatre catégories de lootboxes sont prévues : **normales**, **capes**, **spawn eggs** et **anomaly**. Les anomaly peuvent contenir les équipements en titane impossibles à fabriquer.
### Le cube originel et les sept boules
Sanctuary naît d'un **cube originel**, auquel le joueur reste secrètement lié et dont découle sa progression. Une mythologie cachée, inspirée d'une alchimie et d'une cabale minecraftiennes, relie ce cube à sept boules de cristal : six directions ou pointes et un centre. La référence visuelle évoque à la fois une figure à six pointes et les sept Dragon Balls.
Les objectifs déjà évoqués sont :
- **Boule de la fortune** : réunir une grande quantité de richesse, à calibrer pour un serveur pensé, par exemple, pour un mois de jeu.
- **Boule du cauchemar** : accomplir dans les Backrooms une action consistant à enfermer un mob particulier.
- **Boule de Notch** : vaincre Notch dans le monde Alpha ; cette rencontre donne aussi le totem qui active la Magic Carpet.
- **Boule de la cité ancienne** : vaincre ou résoudre la rencontre du nécromancien dans les cavernes.
Les trois autres boules, les noms définitifs et la manière de les réunir restent à concevoir. L'Ender Dragon, Notch, le zombie géant, le premier burger et le premier sushi peuvent tous devenir des événements de l'histoire commune, à des échelles différentes.
## It's Alive ! — cuisine et agriculture
It's Alive ! est un mod autonome de cultures, de préparation et de transformation alimentaire. Son intégration à Sanctuary apporte des raisons d'explorer, de commercer et de produire ensemble.
Les cultures et ingrédients se trouvent dans des biomes appropriés à leur température et à leur humidité. Tout ne pousse pas et ne se trouve pas partout. Certaines variations de récolte suivent une logique comparable à la recherche de baies dans Cobblemon.
### Contenus envisagés
| Famille | Exemples issus de la vision initiale |
| --- | --- |
| Fruits et légumes | Fraise, tomate, ananas, maïs, concombre, poivron, aubergine, laitue, chou, raisin, haricot, piment, olive, citron, oignon, ail |
| Céréales, herbes et arômes | Riz, soja, basilic, menthe, coriandre, café, vanille, thé |
| Ingrédients transformés | Lait, tofu, beurre, crème, fromage, vinaigre, poudre — nature de cette dernière à préciser |
| Fermentations et conserves | Vin, bière, kimchi, cornichons, yaourt, saucisson |
| Plats et recettes | Chili, veloutés, soupes, omelettes, sautés, currys, salades, sushis, pain, sandwichs, burgers, gâteaux, préparations fourrées et pizzas |
| Outils | Poêle, moulin, marmite, cuisinière, tonneau de macération et séchoir |
Le vin peut vieillir pour gagner en qualité. Le fromage et le saucisson peuvent également être affinés ; ce vieillissement n'est pas prévu pour la bière dans l'intention actuelle.
Des **pages culinaires** reconstituent le livre de recettes perdu de Steve. Il ne contient pas toutes les recettes : des sorcières gardent des **secret pages**, obtenues en les combattant, qui révèlent notamment certaines techniques de crème, beurre, vin et bière.
## Only Fun — interactions sociales et absurdes
Only Fun rassemble des interactions volontairement potaches : faire pipi, faire caca, vomir, fumer, cultiver du chanvre et célébrer les anniversaires de ses amis. Il peut fonctionner seul et se raccorder au calendrier, aux événements et aux factions de Sanctuary. Son contenu exact doit rester séparé du socle nécessaire pour jouer à Sanctuary.
## Master Key — administration
Master Key fournit des permissions et des outils d'administration partagés aux différents mods. L'objectif est qu'un administrateur puisse configurer le serveur, diagnostiquer et réparer une situation sans devoir activer le mode créatif pour jouer. Les actions de maintenance doivent avoir un périmètre clair, être contrôlées par le serveur et laisser des traces exploitables pour comprendre un incident.
## Décisions à prendre au fil des tickets
Les inconnues ne bloquent pas l'initialisation ni le terrain de base. Elles sont traitées au moment où elles influencent une fonctionnalité :
- Taille, altitude, relief, réserve de ressources et identité visuelle de Sanctuary Island.
- Forme des continents, distances d'expansion, coûts collectifs et contrôle de leur ouverture.
- Adaptation du catalogue TerraMix historique et compatibilité des mods communautaires avec la cible Fabric.
- Courbe d'XP, lignes d'inventaire et distinction entre rangée et barre rapide ; conditions de passage des prestiges, nombre et fonctionnement des slots de factions débloqués.
- Conditions de perte et de récupération des objets, durée de conservation dans les Backrooms et garantie d'unicité.
- Nature et propriété des indoors, partage des accès et comportement à la déconnexion.
- Règles des boutiques, du coffre-fort, du braquage et des équipes temporaires.
- Identifiants définitifs, noms hérités, ressources réutilisables et licences associées.
- Géométrie du ciel partagé et comportement des constellations selon la position du joueur.
- Date d'origine du calendrier, rythme des événements et trois boules de cristal encore non décrites.
La prochaine décision concrète reste la même : obtenir un monde flottant stable et intéressant, puis l'éprouver en jeu avant d'ajouter les systèmes qui le feront grandir.
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# Premier monde Sanctuary
Le preset `sanctuary:sanctuary` crée l'île principale à l'origine de l'Overworld,
entourée de vide sans répétition d'îles à grande distance. C'est une première
tranche de génération pour Minecraft **26.3-pre-2 / Fabric**, pas encore le
système d'expansion collective.
Lalpha.11 propose deux choix de création, **Petit** et **Grand**, avec Grand
par défaut. Les anciennes tailles 20/100 restent chargeables dans les sauvegardes.
Les observations de chaque version restent dans [Validation](testing.md).
## Petit et Grand — alpha.11
| Choix public | Diamètre nominal | Aire nominale relative | Preset | Réglage enregistré |
| --- | --- | --- | --- | --- |
| Petit | 512 blocs | 1 | `sanctuary:sanctuary_5` | `sanctuary:population_5` |
| Grand, défaut | Environ 724 blocs | 2 | `sanctuary:sanctuary` | `sanctuary:population_10` |
La hauteur reste de 384 blocs. Les repères internes 5/10 décrivent le calcul
de surface ; ils ne sont ni des noms affichés ni une capacité promise.
Le relief réel garde ses trous, ses surplombs et sa bordure sculptée.
Le nouveau Grand reçoit sa propre clé `population_10`. Les anciens mondes
`population_5`, `population_20` et `population_100` restent chargeables avec
leurs paramètres ; les formats 20/100 sont cachés dans les choix publics.
Changer la valeur du preset de création nagrandit ni ne réduit une sauvegarde.
Les générations antérieures restent distinctes, dont `sanctuary_cavern` et
`sanctuary_rift`.
Loptimisation réutilise les coins dinterpolation avec la même arithmétique
et borne ce cache à 192 Kio par thread, sans retenir fortement un monde.
Les plans prêts restent accessibles pendant le calcul dune autre région ;
le sampler compilé est réutilisé dans ce calcul. Les contrôles d’équivalence,
de persistance et les mesures à géométrie identique sont dans [Validation](testing.md).
Les règles de forme, dhydrologie et les anciens réglages restent inchangés.
## Créer un monde
La création solo propose **Sanctuary (Petit)** et **Sanctuary (Grand)**,
ce dernier étant le défaut Sanctuary.
Les types de monde vanilla restent disponibles.
Sur un nouveau serveur Fabric disposant de cette version et de Fabric API,
le choix Grand utilise :
```properties
level-type=sanctuary:sanctuary
level-name=sanctuary
level-seed=0
```
Pour Petit, utiliser `level-type=sanctuary:sanctuary_5`. Choisir un nouveau
`level-name` pour tester lautre taille. La seed est libre ; ces exemples ne
convertissent aucun monde déjà enregistré et nautorisent aucune régénération.
Les fichiers de test et les sauvegardes personnelles restent distincts.
## Socle de génération conservé
Les points suivants décrivent le socle livré jusqu’à lalpha.8. Les évolutions
alpha.9 et alpha.10 sont précisées dans les sections v9 et v10 ci-dessous.
- Le générateur reste celui de Minecraft, `minecraft:noise`.
- La forme reprend le champ de bruit flottant actif en 26.2 : `old_blended_noise`
avec `xz_scale=0.25`, `y_scale=0.25`, `xz_factor=80`, `y_factor=160`, `smear=4`,
ainsi que son gradient supérieur. Il est échantillonné **64 blocs plus bas**
pour relever l'île entière de 64 blocs. Reliefs, surplombs, trous et fragments
dépendent de la seed Minecraft. Lalpha.8 y soustrait des failles courbes,
sans ajouter de matière. L'ancien gradient inférieur uniforme est
remplacé par la sculpture irrégulière décrite ci-dessous.
- Le terrain naturel reste libre de laisser un trou à l'origine, de former des
surplombs ou de se séparer en fragments. **Aucun noyau ellipsoïdal, cylindre ou
plateforme de départ n'est ajouté.** Le relief relevé de 64 blocs reste le
champ source ; les failles de lalpha.8 en retirent de la matière et
lhydrologie traite ensuite les lits et les rives près de la surface.
- Le pourtour est sculpté par retrait de matière à partir du rayon **128 blocs**.
Le contour de référence de 256 blocs est déformé par les bruits, entre 204 et
288 blocs ; il indique la fin de l'érosion, pas un mur de roche.
La côte réelle apparaît plus tôt, selon la densité du terrain et la seed.
Aucun terrain ne réapparaît au-delà de **288 blocs**, sans répétition d'îles.
Les arbres peuvent dépasser la côte rocheuse de quelques blocs.
- Les nouveaux mondes utilisent **384 blocs de hauteur**, de `Y=0` à `Y=383`,
pour la dimension et le générateur. La roche disparaît avant leurs limites.
Il n'y a ni plancher de bedrock,
ni mer globale, ni reprise du terrain à distance. Le Nether et l'End restent
ceux de Minecraft.
- Les nouveaux mondes utilisent une palette tempérée de forêts de chênes et de
bouleaux, de clairières fleuries et de zones rocheuses. Les strates intérieures
portent des chênes noirs et des champignons sur leurs corniches naturelles.
Dappled Forest est réservé aux futurs continents. Leur végétation et leurs animaux proviennent
de Minecraft 26.3-pre-2. Les nouveaux identifiants ne reprennent pas les tags
de structures vanilla, afin de ne pas placer leurs structures dans le vide.
- Jusqu’à lalpha.8, les carvers, géodes, donjons, grands lacs de lave et sources
vanilla sont retirés. Lalpha.9 ajoute une intégration bornée de géodes et
de geysers, sans réactiver lensemble de la décoration souterraine vanilla.
Leau de Sanctuary suit son propre plan de surface et de niches
rocheuses. Les arbres et les petits filons ont besoin du terrain existant.
Aucun mod de biomes externe nest nécessaire.
Lalpha.8 associe ces biomes aux plages, aux eaux et aux filons décrits
ci-dessous. Les ressources de survie ne se limitent pas au bois et à la pierre,
mais cet incrément ne garantit pas encore une partie Minecraft complète sur
chaque seed. Laccès à chaque progression vanilla et les ressources renouvelables
nécessitent des vérifications concrètes. Les stocks réels sont relevés après la
génération, sans corriger une île pour atteindre un quota.
## Capacité de l’île — génération v10 historique
Lors de lalpha.10, trois tailles étaient accessibles à la création dun monde.
Le choix **Sanctuary** visait 20 joueurs par défaut, accompagné de variantes
pour 5 et 100 joueurs. Le tableau suivant conserve cette association historique ;
lalpha.11 utilise le nouveau défaut Grand indiqué plus haut :
| Preset de création | Paramètres enregistrés dans le monde |
| --- | --- |
| `sanctuary:sanctuary_5` | `sanctuary:population_5` |
| `sanctuary:sanctuary` | `sanctuary:population_20` |
| `sanctuary:sanctuary_100` | `sanctuary:population_100` |
Les nouveaux réglages restent distincts des identifiants enregistrés dans
les anciennes sauvegardes. Modifier le preset
sélectionné pour une nouvelle partie ne convertit pas un monde existant.
| Capacité de référence | Facteur horizontal | Aire nominale relative | Diamètre nominal | Hauteur |
| --- | --- | --- | --- | --- |
| 5 joueurs | 1 | 1 | 512 blocs | 384 blocs |
| 20 joueurs, défaut | 2 | 4 | 1 024 blocs | 384 blocs |
| 100 joueurs | √20, environ 4,472 | 20 | Environ 2 290 blocs | 384 blocs |
Le facteur horizontal vaut `√(capacité / 5)` : doubler le diamètre multiplie
laire nominale par quatre. Cette relation décrit lenveloppe de référence,
pas la surface réellement constructible après les trous, les falaises et
la sculpture de la bordure. Aucun cylindre central ni remplissage de secours
ne doit être ajouté pour obtenir laire théorique. La hauteur de dimension
reste `Y=0..383`.
La capacité choisie reste un paramètre de génération. Elle ne modifie pas
`max-players`, nagrandit pas l’île à chaque connexion et ne fixe aucun quota
de ressources. Les anciens mondes jusqu’à lalpha.9 gardent leur génération
et leur taille ; leurs chunks ne sont ni remplacés ni régénérés. Le projet
de continents déverrouillables reste séparé de ces tailles de départ.
Le bruit naturel reste échantillonné aux coordonnées du monde ; seule
lenveloppe extérieure change de taille. Les plans hydrauliques sont construits
à la demande dans des régions de 512 blocs, avec une graine régionale distincte.
Les marges dadmission sont de 16 blocs pour leau et 32 pour la lave. Bassins,
berges et groupes de terrasses sont admis entiers ; les sources dépendant dune
coupe écartée sont retirées aussi. Aucun trajet nest tronqué à la frontière.
Les couches superposées et leurs sources sont ensuite traduites ensemble.
Les forêts, minerais et décorations utilisent toute lemprise du profil.
La recherche facultative dun arbre remarquable reste unique et centrale.
Les sources et exutoires nagissent que pendant la génération, avec les
marqueurs vanilla consommés ; recharger un ancien chunk ne rouvre pas une bouche.
Les trois tailles passent onze tests requis sur la graine `0`, avec 1 800 ticks
de fluides et un aller-retour réel des paramètres sur disque. Le fichier
`data/minecraft/world_gen_settings.dat` conserve la clé du profil choisi.
212 anciens fichiers de production sont strictement identiques, tandis que
huit fichiers dintégration ou dinterface exposent les nouvelles générations.
Le premier calcul dune région reste coûteux ; les résultats ne sont pas un
test de cent connexions ni une garantie de génération rapide de toute l’île.
Voir les emprises et durées dans [Validation](testing.md).
## Cavités et terrasses deau — génération v9
Le nouveau réglage est `sanctuary:sanctuary_cavern`, avec le biome source
`sanctuary:cavern_island` et la règle de matière `sanctuary:cavern_island`.
La densité réutilise `sanctuary:final_density_rift` sans changer cet identifiant
historique. Ses nouvelles données et traitements
doivent rester distincts de `sanctuary:sanctuary_rift` et de toutes les
générations précédentes. Le preset sélectionne la nouvelle génération à la
création ; une mise à jour du JAR ne convertit pas une sauvegarde ni ne
régénère ses chunks. Les cavités restent dans lOverworld sur 384 blocs de
hauteur ; la dimension des cavernes décrite dans la vision nest pas ajoutée.
### Ambiances et ressources
Le ticket conserve les forêts de surface et ajoute des cavités luxuriantes
éclairées par leur végétation, des secteurs à spéléothèmes et des géodes
daméthyste sur des emplacements compatibles. Les sols, plafonds, coquilles
et ouvertures doivent être observés après la décoration réelle : une valeur
de biome ne prouve ni le décor ni son éclairage. Lobjectif est dutiliser
les volumes naturels de l’île, sans remplir ses trous pour accueillir une
structure.
Les dix biomes ont leurs propres identifiants : `cavern_oak_forest`,
`cavern_birch_forest`, `cavern_clearing`, `cavern_dry_woodland`,
`cavern_rocky_heath`, `cavern_dark_grove`, `cavern_bamboo_grove`,
`cavern_sulfur_depths`, `cavern_lush_caves` et `cavern_dripstone_caves`, dans
le namespace `sanctuary`. Les deux nouvelles ambiances luxuriantes et à
spéléothèmes sont limitées à Y<184 par la palette ; leur décoration recherche
des sols entre Y=40 et Y=182, avec trois blocs naturels de support et un
plafond situé de 6 à 48 blocs au-dessus.
Dans les cavités luxuriantes, la mousse remplace le sol compatible et de
petites plantes laccompagnent. Les vraies lianes `cave_vines` et
`cave_vines_plant` pendent sur 3 à 8 blocs ; leurs baies émettent de la lumière
et restent récoltables. Ce décor najoute pas deau. Les spéléothèmes utilisent
les blocs `pointed_dripstone` orientés, sur un appui de `dripstone_block`
remplaçant de la roche existante, avec une longueur de 1 à 4 blocs selon
lespace disponible.
La géode utilise une configuration vanilla compacte avec améthyste,
améthyste bourgeonnante, calcite et basalte lisse. Son enveloppe doit tenir
dans la roche préexistante et un passage de deux blocs de haut la relie à
la cavité, en préservant laméthyste bourgeonnante et les cristaux attachés.
Un chunk sur huit est candidat ; au plus une pose réussie est retenue par
chunk candidat. Cela ne garantit pas de géode sur une graine.
Le soufre devient admissible dans une bande climatique plus étroite sous
Y=176. La réduction de cette sélection peut être testée indépendamment du
terrain ; seule une comparaison des vrais blocs sur un périmètre commun
mesure sa diminution dans l’île. Un geyser éventuel creuse un seul bloc de
sol pour sa source deau, avec `potent_sulfur` dessous et `magma_block` encore
en dessous. Le fond, les quatre parois et la hauteur libre sont contrôlés.
Le cycle du geyser reste celui de Minecraft ; ce décor est distinct des
bassins hydrologiques et son eau doit être comptée séparément.
Leur présence, leur activité, l’éclairage et la cohabitation avec les eaux
et la végétation sont contrôlés dans les mondes de test. Les preuves de ces
éléments sont cumulées sur les trois graines. Un site incompatible peut
être rejeté ; aucun geyser ni stock nest garanti pour chaque graine.
### Lacs et bassins étagés
Le plan hydrologique conserve la recherche de rivière de
lalpha.8 et vise de plus grands lacs de surface. Les cibles actuelles sont
de lordre de **700 à 1 100 colonnes** par grand lac, jusqu’à **7 à 8 blocs**
de profondeur intérieure et une incision limitée à **12 blocs**. Ce sont des
bornes de recherche ; les dimensions réelles sont relevées séparément, sans quota deau à
remplir. Les fonds, les parois et les dépôts exigent du terrain naturel.
Les terrasses sont recherchées dans des cavités entre **Y=56 et Y=208**,
avec deux paliers par groupe et jusqu’à deux groupes facultatifs.
Un palier vise environ **40 à 180 colonnes**, une profondeur de **1 à 3 blocs**
et une incision dau plus **5 blocs**. Le fond doit conserver trois couches
de sédiments et deux couches de support naturel ; le plafond et lespace
disponible sont vérifiés. Les mesures moteur précisent les sites effectivement retenus.
La recherche suit le choix de pente de leau vanilla : parmi les passages
libres, elle privilégie ceux qui rejoignent la chute la plus proche. Un
bassin inférieur doit intercepter ce trajet réel, sans détour creusé pour
le rejoindre. Les sorties entre paliers sont déclarées et les cascades sont formées par les
ticks de fluides Minecraft. Le premier débordement doit atteindre le second
bassin. Celui-ci peut avoir un exutoire terminal qui s’écoule sur les roches
ou vers le vide, sans troisième bassin ajouté. Le générateur ne doit ni peindre une colonne
deau jusquau vide ni colmater un trou pour retenir un bassin. Les volumes
retenus et les liaisons réelles sont vérifiés séparément après décoration
et simulation, y compris aux frontières de chunks. Les cascades peuvent
servir à monter ou descendre selon la nage vanilla ; aucune mécanique
dascenseur supplémentaire nest prévue. « Rizières » décrit seulement
laspect du paysage en terrasses, sans ajouter une culture de riz.
**Validation moteur au 9 septembre 2026 :** les trois graines de référence
passent les contrôles après 1 800 ticks, avec preuves cumulées des terrasses
connectées, geysers actifs, baies lumineuses, spéléothèmes et améthyste
bourgeonnante. Le build complet réussit. Les résultats et leurs limites sont
consignés dans [Validation](testing.md). Aucune présence universelle nest
garantie. La [distribution](packwiz.md) est publiée et la même instance Prism
est synchronisée, sauvegardes et réglages conservés.
## Failles, géologie et ressources — génération v8
Les nouveaux mondes utilisent `sanctuary:sanctuary_rift`, la densité
`sanctuary:final_density_rift` et le biome source `sanctuary:rift_island`.
Les anciens paramètres `sanctuary`, `sanctuary_384`, `sanctuary_hydrology`,
`sanctuary_natural`, `sanctuary_layered` et `sanctuary_woodland` restent séparés.
Changer le preset ne migre pas un monde existant ; aucune régénération de
chunks ni modification de sauvegarde nest prévue par cet incrément.
### Failles et palette
`RiftShape` définit une à trois traces principales, courbes et ramifiées,
de longueur nominale 84 à 160 blocs. Leur largeur varie avec deux bruits en
trois dimensions ; le cœur ouvert est de lordre de 4 à 12 blocs, avec des
parois érodées autour. Ces nombres décrivent les traces avant leur intersection
avec la roche, pas une garantie de canyon continu de cette taille. La passe
retire seulement de la matière et laisse intactes les zones de rayon inférieur
à 20 blocs et extérieur à 224 blocs. Elle ne crée aucun socle central.
Les huit biomes `rift_oak_forest`, `rift_birch_forest`, `rift_clearing`,
`rift_dry_woodland`, `rift_rocky_heath`, `rift_dark_grove`, `rift_bamboo_grove`
et `rift_sulfur_depths` ont de nouveaux identifiants dans le namespace
`sanctuary`. Les choix climatiques de lalpha.7 sont conservés en haut. Le
soufre devient admissible dans des régions plus larges des étages inférieurs,
notamment vers Y=176, selon les bruits de variation et dhumidité. Le test de
palette prouve cette possibilité ; seule la lecture des vrais blocs peut
prouver une poche accessible sur une graine.
La végétation vanilla de surface garde ses arbres et ses teintes. La feature
`rift_groves` passe ensuite, avant `rift_shore_sugar_cane`, pour choisir les
volumes inférieurs encore libres après les arbres. Elle peut placer de gros
champignons vanilla, avec des petits champignons dispersés et des sols mêlant
mousse, podzol et mycélium. Les supports naturels et la place disponible
restent nécessaires ; un arbre remarquable peut échouer si son site est occupé.
Lordre des plantations intérieures donne la priorité aux arbres dans trois
cas sur quatre et aux gros champignons dans lautre cas, selon un choix lié
au chunk. Cela laisse des volumes disponibles aux chênes noirs. Dans les
biomes `sanctuary:rift_dark_grove` et `sanctuary:rift_bamboo_grove`, lardoise
des abîmes peut aussi fournir le support naturel des sols et bosquets
inférieurs. Son admissibilité est vérifiée au-dessus de chaque pied : seules
ces deux variantes humides autorisent ce support.
### Matières selon la profondeur
La règle `sanctuary:rift_island` ne change que la matière de blocs déjà solides.
Ses nappes utilisent un bruit 3D, avec un bruit distinct pour faire varier les
transitions de profondeur.
| Domaine | Matières |
| --- | --- |
| Masses supérieures | Pierre, granite, andésite, diorite ; sols enherbés hors affleurements |
| Intérieur des bosquets humides | Tuf, cobblestone, cobblestone moussue, boue compactée |
| Masses profondes | Ardoise des abîmes, roche noire, basalte |
| Poches soufrées | Soufre et cinabre ordinaires sur les masses existantes |
Les strates humides se mêlent aux matières hautes entre Y=192 et Y=224 dans
leurs biomes ; la transition vers les roches profondes s’étend de Y=136 à Y=168.
La profondeur sert de critère géologique : ces blocs ne signifient pas quune
source de lave se trouve forcément à proximité. Aucun bassin, spike, source
vanilla ou bloc de soufre puissant du biome Sulfur Caves nest ajouté.
Les anciens petits dépôts vanilla de granite, andésite, diorite et tuf sont
remplacés par ces nappes dans les seuls biomes `rift_*`. Les anciennes données
de biomes et leurs features ne sont pas modifiées.
### Minerais
Les features `rift_ore_*` ciblent des tags Sanctuary locaux : les pierres hautes
et humides produisent les minerais ordinaires ; ardoise des abîmes, roche noire
et basalte produisent leurs variantes dardoise. Les tags vanilla ne sont pas
élargis globalement. Le soufre et le cinabre restent des matières distinctes.
| Minerai | Taille du filon configurée | Essais principaux par chunk | Altitudes principales |
| --- | ---: | --- | --- |
| Charbon | 9 | 8 | Y=96..304 |
| Fer | 7 | 4 | Y=88..280 |
| Cuivre | 7 | 3 | Y=96..280 |
| Or | 5 | 2 | Y=88..224 |
| Redstone | 5 | 2 | Y=88..216 |
| Lapis | 4 | 1 | Y=104..240 |
| Diamant | 4 | Un essai une fois sur deux | Y=80..208 |
| Émeraude | 3 | 1 | Y=104..224 |
Les hauteurs suivent une distribution en trapèze. Charbon, fer et cuivre
reçoivent aussi respectivement 4, 2 et 2 essais sur roche supérieure exposée,
et autant de recherches de corniche depuis lair entre Y=64 et Y=288. Un essai
peut ne produire aucun bloc. Les tailles configurées ne sont ni des quantités
garanties par filon ni des quotas par île. Lexposition à lair est autorisée
pour ces trois minerais et l’émeraude ; une partie des candidats exposés est
encore écartée pour les autres minerais. Les stocks devront être relevés après
génération, avec leur emprise explicite.
### Eaux et lave
`RiftHydrology` cherche des bassins plus grands et une longue liaison calme
sur la vraie densité fissurée. Le critère de cet incrément est un chemin deau
continu dau moins 140 blocs entre deux bassins au même niveau, alimenté par
une source rocheuse et sa cascade entrante. Il ne sagit pas dune rivière
descendant continuellement en altitude. La recherche parcourt huit directions
et pondère les trajets selon le relief et un bruit ; le parcours retenu est
lissé sur une échelle de 16 à 32 blocs, puis arrondi avant sa conversion en
blocs. Le lit varie entre environ 5 et 7 blocs de largeur, hors élargissement
des bassins. Le chemin et ses marges sont à nouveau vérifiés sur la roche
après ce lissage : une courbe ne peut pas servir à franchir un trou.
La roche doit soutenir le fond et les berges. Lincision du lit reste limitée
à 16 blocs. Les berges de rivière peuvent retirer jusqu’à 12 blocs pour
rejoindre leau par paliers progressifs ; les autres rives conservent leur
limite de 2 blocs. Les dépôts de 3 à 5 couches ont toujours besoin de supports
naturels. Aucun remblai ne franchit une faille ou un trou. Si aucun parcours
compatible nest retenu, le générateur garde les bassins et sources qui
conviennent au relief.
Le calcul initial du plan reste coûteux : les essais finaux sur ce poste
mesurent 80,5 secondes pour la graine `0`, 50,7 pour `42` et 59,7 pour
`8675309`, hors génération des chunks. Le résultat est mis en cache par état
aléatoire du monde ; il nest pas recalculé pour chaque chunk. Loptimisation
de ce premier calcul reste un travail ultérieur.
La recherche de lave profonde vise une à deux petites sources entre Y=40 et
Y=160, en complément de la niche couverte accessible. Cette poche de 18 blocs
sources est recherchée dabord sur une corniche intérieure entre Y=64 et
Y=160. Si aucun site profond ne réunit les conditions de support, de voûte
et daccès, la recherche reprend sur les corniches plus hautes, jusqu’à Y=300.
Il ny a pas de poche créée de force lorsque les deux recherches échouent.
Les sources supplémentaires laissent Minecraft former leurs coulées par ses
ticks, sans colonne préremplie. Leau, les supports et les marges de végétation doivent être
contrôlés après décoration et simulation. La finition des bouches doit rester
limitée à la première génération du chunk, sans effacer un aménagement joueur
lors dun rechargement.
**Validation du 9 septembre 2026 :** le build complet réussit et les contrôles
moteur passent sur les trois graines de référence. Les failles, les bassins terminaux,
les liaisons de rivière, les champignons et les fluides après 1 800 ticks sont
documentés avec les relevés de ressources dans [Validation](testing.md).
Ces échantillons ne garantissent pas la présence de chaque ressource sur
toutes les graines. Les rapports intermédiaires ne servent pas de preuve
pour la version finale ; aucun monde personnel nest utilisé par ces tests.
## Sculpture du pourtour — conservée depuis la génération v2
La version **0.1.0-alpha.2** retire deux contraintes de la génération v1
(`0.1.0-alpha.1`) : le noyau central qui remplissait les creux du bruit naturel,
et la découpe radiale qui pouvait exposer une tranche verticale à toutes les
altitudes. Les identifiants `sanctuary:*` du preset et de la fonction restent
stables. Il s'agit d'une évolution du terrain, pas d'une migration de sauvegarde.
Trois passes composent désormais la densité finale, après l'interpolation du
champ historique :
1. Un bruit horizontal à grande échelle déforme le contour. Dans la bande
extérieure, large de 128 blocs avant déformation, une érosion progressive
(`2 × t⁴`) augmente le seuil nécessaire pour conserver de la roche. Une
érosion supplémentaire, quadratique selon la hauteur et nulle à l'intérieur,
fait reculer les faces hautes et basses même lorsque le bruit naturel est
saturé dans une grande masse pleine. Elle arrondit le pourtour sans ajouter
de volume au centre.
2. Un bruit **3D**, échantillonné à la hauteur réelle, déplace ce contour et
creuse des renfoncements plus larges. Le bord peut ainsi changer de position
avec l'altitude au lieu de prolonger une ligne verticale.
3. Un second bruit **3D**, plus fin, ajoute de petites irrégularités. Ces deux
passes s'atténuent progressivement vers l'intérieur ; elles ne remplissent
jamais un trou du terrain initial.
Les bruits `island_edge`, `island_sculpt` et `island_detail` sont tous initialisés
avec la seed du monde. Ils utilisent respectivement les octaves de base
`-7`, `-5` et `-3`. Les nouvelles entrées `sculpt` et `detail` du codec sont
optionnelles pour garder les anciennes définitions JSON lisibles ; leur absence
ne rétablit pas le noyau de la génération v1.
L'érosion est toujours soustraite à la densité bornée du terrain. Une densité
nulle ou négative ne peut donc jamais devenir solide. Même avec un terrain
d'entrée maximalement positif, elle est négative dès le rayon 280, avant la
limite de sécurité 288. Deux transitions verticales douces protègent aussi les
bornes de hauteur, sans découper de dalle à `Y=0` ou `Y=256`.
Ces formules sont toujours utilisées par les sauvegardes de la génération v2.
La génération v3 conserve la sculpture latérale dans le repère de l'île relevée.
## Île relevée et dessous irrégulier — génération v3
La version **0.1.0-alpha.3** crée les nouveaux mondes avec les paramètres et le
type de dimension `sanctuary:sanctuary_384` : `min_y=0`, `height=384` et
`logical_height=384`. Le nom du preset sélectionné reste `sanctuary:sanctuary`.
Le gain de hauteur n'agrandit pas le rayon horizontal et n'active aucun continent.
Le bruit naturel et les bruits de sculpture sont échantillonnés à `Y64`.
Le profil supérieur et les bords approuvés en alpha.2 sont ainsi relevés sans
changer de seed ou étirer l'île. Sur les graines de régression, les sommets
proches de `Y=184` se retrouvent vers `Y=248`, avec de l'espace libre au-dessus.
Sous l'île, déplacer l'ancien gradient inférieur aurait seulement déplacé son
plan de coupe. `floating_archipelago_384` conserve donc le bruit naturel sans
ce gradient inférieur. Une nouvelle érosion travaille sur une transition de
**72 blocs**, dont l'altitude varie avec le bruit 3D `island_underside` et les
deux bruits de sculpture existants. Elle laisse les lobes naturels se poursuivre
vers le bas, puis les amincit à différentes hauteurs ; elle n'ajoute ni socle ni
surface garantie. La transition n'affecte plus le terrain à partir de `Y=144`.
Une marge vide protège le bas de la dimension : aucun plancher rocheux ne doit
apparaître dans `Y=0..15`. À partir de lalpha.5, seules les eaux descendantes de
sources explicitement déclarées peuvent traverser cette marge.
Les champs optionnels du codec `vertical_offset`, `height` et `underside` valent
respectivement `0`, `256` et un bruit nul par défaut. Seule la nouvelle fonction
`sanctuary:final_density_384` active l'offset `64`, la hauteur `384` et le bruit du
dessous. Les anciennes fonctions `final_density`, `floating_archipelago` et les
paramètres `sanctuary:sanctuary` restent inchangés : les sauvegardes alpha.2 qui
les référencent gardent leur hauteur de génération et leur ancien terrain.
**Créer un nouveau monde pour tester l'île relevée.** L'actualisation du pack ne
convertit pas les sauvegardes existantes ; aucun chunk n'est supprimé, déplacé
ou régénéré. Il n'existe pas de migration automatique des anciens mondes vers la
dimension de 384 blocs. Changer manuellement leurs références de générateur ou
de dimension sort de ce contrat de compatibilité.
## Hydrologie de surface — génération v4
La version **0.1.0-alpha.4** conserve la densité, la hauteur et le ciel de
lalpha.3. Les nouveaux mondes sélectionnent les paramètres
`sanctuary:sanctuary_hydrology` et le biome `sanctuary:starter_forest_hydrology`.
Le type de dimension reste `sanctuary:sanctuary_384`. Les anciens paramètres et
le biome `sanctuary:starter_forest` restent disponibles et inchangés : ils
nactivent pas cette hydrologie dans les sauvegardes antérieures.
Un plan calculé depuis le relief et la graine recherche des emplacements de
surface pour des étangs, des petits lacs et un premier cours deau calme.
Le lit peut être légèrement creusé dans la roche existante. Avant daccepter
un emplacement, le plan vérifie le fond et les parois en trois dimensions ainsi
que louverture vers le ciel. Un trou profond dans la carte de hauteur ne suffit
pas à constituer un lac. Aucune digue ni masse de roche nest ajoutée pour
boucher une fuite, et aucun bassin souterrain nest rempli.
Les fonds alternent sable, gravier et argile ; les berges basses peuvent recevoir
du sable. Dans ce nouveau biome, les disques de sédiments vanilla et les veines
de gravier sont remplacés par ces dépôts de rive et de fond : une feature
ultérieure ne doit pas transformer leur support en gravier instable. Les
sources de magma sous-marines sont également absentes. Après les arbres et la
végétation, de la canne à sucre peut pousser sur
les rives qui respectent ses règles de placement vanilla. Le nombre de sites,
leur eau et leurs ressources dépendent du terrain : le générateur ne complète
pas une graine pour atteindre un quota économique.
Le plan est indépendant des chunks chargés. Chaque chunk applique uniquement
ses propres colonnes après le terrain et avant la décoration, ce qui permet de
raccorder un même plan deau aux frontières des chunks. Les anciens chunks ne
sont jamais retouchés, et aucun travail hydrologique ne se déclenche au simple
chargement dune sauvegarde.
Cette première version vise de petites eaux retenues et des cours deau calmes
sur les plateaux. Le cours deau est un chenal à niveau constant reliant des
plans deau ; il ne simule pas encore une pente vers laval ou un débit. Les
tracés peuvent passer par les diagonales, mais leur eau reste connectée de
bloc en bloc. Lexcavation est limitée à six blocs, leau à quatre blocs de
profondeur, avec un fond plein sur trois blocs d’épaisseur, dont deux blocs naturels sous
le sédiment. Ce contrat alpha.4 reste celui de ses sauvegardes. Les sources en cascade sont
ajoutées séparément dans la génération v5 ; les grandes rivières en pente, océans,
aquifères, climats multiples et continents restent des incréments distincts.
## Plages, sources et mosaïque tempérée — génération v5
Limplémentation **0.1.0-alpha.5** sélectionne la nouvelle clé de paramètres
`sanctuary:sanctuary_natural` (`SanctuarySpawn.NATURAL_SETTINGS`). Elle conserve
la densité relevée, les 384 blocs de hauteur et le ciel de lalpha.3. La classe
`NaturalHydrology` et son application sont séparées de `SurfaceHydrology` et
`HydrologyRuntime` : le code, les paramètres `sanctuary:sanctuary_hydrology` et
le biome `sanctuary:starter_forest_hydrology` de lalpha.4 restent inchangés.
Les clés alpha.2 et alpha.3 restent également disponibles avec leur comportement
antérieur. **Ces changements concernent uniquement les nouveaux mondes** : aucune
conversion de sauvegarde, régénération de chunk ou expansion nest effectuée.
### Dépôts et eau de surface
Le plan recherche des étangs, de petits lacs et un cours deau calme dans le
relief naturel. Lexcavation maximale passe à **quatre blocs**, pour une eau de
**trois blocs de profondeur** au plus. Les bassins gardent un fond et des parois
naturels pleins ; aucune digue nest ajoutée et aucune chambre souterraine nest
remplie. Le cours deau reste à niveau constant : il ne modélise pas un débit
ni une pente continue vers laval.
Les plages sont des nappes irrégulières qui suivent les faibles variations du
relief autour des plans deau. Elles peuvent s’étendre sur plusieurs blocs,
se rapprocher dune autre poche deau et retrouver progressivement lherbe ou
la pierre. Les matériaux varient entre sable, gravier, pierre et terre enherbée ;
largile peut apparaître dans les fonds. Le traitement dune terrasse sèche
retire au plus **deux blocs** du relief existant.
Chaque dépôt remplace **trois à cinq couches** de terrain déjà plein et garde
**deux couches naturelles de support** en dessous. Ce support permet notamment
au sable et au gravier de rester en place après les mises à jour de gravité.
Les veines de gravier, disques de sédiments et magma sous-marin vanilla ne sont
pas réintroduits dans ces nouveaux biomes. Les autres décorations rocheuses et
les minerais peuvent encore remplacer la pierre ; ils ne remplacent pas les
couches de sable, gravier ou argile. Les rives compatibles peuvent porter de la
canne à sucre après la végétation. Les troncs couchés vanilla peuvent occuper
quelques blocs de la surface dun étang ; les contrôles distinguent cette
décoration de leau restante et vérifient leur fond ou leau sous les troncs,
les sources voisines et la rétention du bassin.
### Sources rocheuses et cascades
Le plan peut retenir jusqu’à **trois sources** dans des niches rocheuses
naturelles, séparées des dépôts modifiés. Une source remplace un seul bloc de
roche, sous un toit, sur un fond et entre trois côtés déjà pleins. Son unique
sortie horizontale est naturellement ouverte sur une chute dau moins huit
blocs. Le générateur ne construit ni pylône, ni corniche, ni tunnel pour obtenir
ce résultat.
Seul le bloc source est généré. Les ticks de fluide de Minecraft forment la
cascade et ses éventuels passages sur des paliers. Ces écoulements peuvent
descendre **jusque dans le vide**, conformément au comportement demandé. Cette
exception concerne les sources déclarées. Le trajet calculé dans la roche nue
est une prévision : les arbres générés ensuite peuvent dévier une chute. Les
diagnostics vérifient donc les connexions réelles de chaque bloc deau vers une
source, dans lemprise des chunks inspectés et de leur halo. Ils échouent si de
leau touche une frontière non inspectée ou si un bassin perd sa coque. Les
déviations par rapport à la prévision restent mesurées dans le rapport. Le
comportement des fluides reste celui de Minecraft, y compris lorsque les joueurs
modifient une rive.
### Petite réserve de lave
`StarterLavaDeposit` recherche au plus une niche de **18 blocs sources** dans
la roche existante, accessible par un passage sec de deux blocs de haut depuis
une corniche naturelle. Le fond garde trois blocs pleins, les parois deux et
la couverture huit ; ces supports sont vérifiés avant les écritures. La niche
reste éloignée des eaux et de leurs parcours. Elle fournit de la lave prélevable
pour les premières productions et un portail du Nether. Si aucun site ne
convient, le plan reste vide : aucun bassin artificiel nest ajouté dans le vide.
Les tests vérifient laccès praticable, la rétention de la lave et labsence
dincendie après simulation.
### Biomes et minerais
Le biome source `sanctuary:temperate_island` utilise deux champs de bruit
initialisés par la seed pour répartir cinq variantes horizontales. Une rive et
la roche sous elle restent dans la même variante :
| Identifiant | Variante |
| --- | --- |
| `sanctuary:temperate_forest` | Forêt dominante |
| `sanctuary:temperate_plains` | Clairières et plaines tempérées |
| `sanctuary:temperate_birch_forest` | Forêt de bouleaux |
| `sanctuary:temperate_flower_forest` | Forêt fleurie |
| `sanctuary:temperate_dappled_forest` | Dappled Forest, peupliers et végétation associée |
Dappled Forest est un biome vanilla introduit dans
[Minecraft 26.3 Snapshot 1](https://www.minecraft.net/en-us/article/minecraft-26-3-snapshot-1).
Cette variante reprend ses données de **26.3-pre-2**, avec une humidité légèrement
relevée pour Sanctuary. Elle najoute ni dépendance externe ni structure de camp.
La palette tempérée ne constitue pas encore le catalogue TerraMix ni le champ
climatique des futurs continents.
Les nouveaux biomes remplacent les filons vanilla de métaux par de petites
features `sanctuary:island_ore_*`, à des altitudes adaptées à l’île relevée :
| Ressource | Taille du filon | Tentatives par chunk | Plage Y |
| --- | --- | --- | --- |
| Charbon | 6 | 2 | 96288 |
| Fer | 4 | 2 | 88248 |
| Cuivre | 4 | 1 | 96248 |
| Or | 4 | 1 | 104224 |
| Redstone | 4 | 1 | 96224 |
| Lapis | 3 | Une tentative, chance 1/2 | 112232 |
| Diamant | 3 | Une tentative, chance 1/4 | 104208 |
Ces paramètres décrivent des tentatives, pas des quantités promises : le filon
doit rencontrer la roche existante, et sa forme dépend du hasard de génération.
La sélection des biomes et des eaux ne cherche aucun stock cible. Un relevé
partiel reste un relevé partiel ; la présence des sept ressources sur une seed
de référence ne garantit pas leur présence sur toutes les seeds.
La validation de lalpha.5 est suivie dans [Validation](testing.md). Ses diagnostics
sont conçus pour inspecter les blocs décorés, les profils des dépôts, les
jointures de chunks, les biomes et les ressources, puis simuler réellement les
fluides dans les chunks des sites. Les cartes et profils PNG montrent des
lectures de blocs, pas un rendu Minecraft. La descente des
cascades est contrôlée après activation effective des chunks qui les simulent.
## Prairies et corniches — génération v6
Lalpha.6 utilise `sanctuary:sanctuary_layered` et le biome source
`sanctuary:layered_island`. Les formes et le ciel restent ceux de la génération
relevée. Les anciennes classes, biomes et règles de matériaux restent disponibles
pour les sauvegardes alpha.2 à alpha.5 ; seul le preset de création choisit v6.
### Une palette qui varie aussi en hauteur
Les cinq variantes partagent leurs teintes dherbe et de feuillage. Les champs
de climat liés à la seed déforment de larges bandes daltitude, autour de Y154
et Y214 : prairies et prairies fleuries sur le dessus, bosquets et corniches
moussues plus bas. Des zones rocheuses traversent ces bandes et remplacent la
couverture de terre par de la pierre sur le relief existant. Les prairies gardent
quelques arbres épars et leur végétation vanilla. Dappled Forest nappartient
plus à cette palette ; son utilisation sur de futurs continents reste à développer.
| Identifiant | Ambiance |
| --- | --- |
| `sanctuary:layered_meadow` | Prairie tempérée |
| `sanctuary:layered_flower_meadow` | Prairie fleurie |
| `sanctuary:layered_lower_grove` | Bosquet inférieur |
| `sanctuary:layered_mossy_terraces` | Corniches moussues |
| `sanctuary:layered_rocky_terraces` | Affleurements rocheux |
`LowerTerraceVegetationFeature` parcourt aussi les sols naturels sous les
surplombs, au moins huit blocs sous une surface supérieure. Elle demande trois
blocs pleins de support et deux blocs libres au-dessus. Elle peut remplacer la
surface existante par de la mousse et planter fougères, fleurs ou petits arbustes
lorsque leurs règles de survie le permettent. Les cellules hydrologiques, les
sources, les parcours deau prévus et les supports de lave sont protégés.
Il ny a ni corniche construite dans lair ni ajout d’éclairage artificiel.
### Bassins et sources de paroi
`LayeredHydrology` conserve les petits bassins et les dépôts épais, avec une
plus grande présence de pierre. Le court `STREAM` à niveau constant de lalpha.5
nest pas repris. Cette version retient uniquement les étangs et les petits
lacs ; elle ne cherche pas de grande rivière. Le parcours traversant avec
source, cascade et bassin reste un ticket distinct, à démontrer sur le relief
Minecraft réel. Aucun chenal de secours nest creusé.
La profondeur reste limitée à trois blocs et lincision à quatre. Le plan
vérifie le fond et les rives avant dappliquer ses écritures, dans les nouveaux
chunks seulement. Le sable, le gravier, largile et la roche suivent les rives.
Des niches de source sont également recherchées dans les strates inférieures,
et pas seulement près de la surface la plus haute. Leurs chutes sont produites
par les ticks de Minecraft à partir dun seul bloc source. Le post-traitement
des nouveaux chunks libère uniquement leur ouverture, déjà vide dans la densité
naturelle, pour quun lichen ou une plante ne bouche pas la source. Les positions
sont marquées dans la file vanilla pendant la génération, puis consommées une
seule fois. Un rechargement ne dégage pas une bouche modifiée par un joueur.
Aucune chute nest préremplie et aucun nouveau passage nest creusé dans la roche.
Les parcours, les écoulements et la végétation réellement observés, ainsi que
les limites du modèle, sont consignés dans [Validation](testing.md).
## Apparition commune
Une injection limitée à la création initiale cherche du sol naturel depuis
l'origine vers l'extérieur, dans toute l'emprise finie de l'île. Elle préfère
une surface stable de 3 × 3 blocs, avec deux blocs libres en hauteur. En
l'absence d'une telle surface, elle retient une colonne de sol praticable ; si
aucun emplacement naturel sûr n'existe, la création signale la seed concernée
plutôt que d'ajouter une plateforme. Elle ne s'applique qu'à l'Overworld
utilisant les paramètres `sanctuary:sanctuary`, `sanctuary:sanctuary_384` ou
`sanctuary:sanctuary_hydrology`, `sanctuary:sanctuary_natural` ou
`sanctuary:sanctuary_layered`.
Elle enregistre le spawn partagé dans la sauvegarde et ne le réinitialise pas
au redémarrage : les modifications administratives de `/setworldspawn` restent
conservées. Les lits et la dispersion habituelle du spawn suivent encore les
règles de Minecraft.
## Adaptation 26.2 → 26.3
Les références historiques sont
`sanctuary/worldgen/density_function/base_3d_noise.json` et
`floating_archipelago.json` dans l'ancien module Sanctuary. L'ancien masque
annulaire n'est pas conservé : après son anneau de vide, il faisait réapparaître
un archipel infini. Les anciennes surcharges de `minecraft:normal`, dimensions
supplémentaires, intégrations TerraMix et injections globales de features ne
font pas partie de ce port.
Minecraft 26.3 a changé l'API de génération : les fonctions de densité compilent
maintenant un `DensitySampler`, leurs opérateurs JSON utilisent
`left` / `right` / `input`, les gradients utilisent `from_coordinate` et les
surfaces passent par le registre `worldgen/material_rule`. Les données de cette
branche suivent ces formats réels ; copier directement les JSON 26.2 ne suffit
pas. Les bruits utilisent également `base_octave`, `octave_count` et
`amplitude_modifiers`. Le seul opérateur Java ajouté, `sanctuary:main_island`,
compose le terrain et les bruits de sculpture, applique le repère vertical
choisi et impose la limite extérieure après interpolation.
## Vérification
```sh
./gradlew :sanctuary:worldgenSmoke
./gradlew :sanctuary:runGameTest
```
Le smoke test vérifie qu'aucun sol n'est ajouté, que l'intérieur conserve le champ
naturel et que l'érosion évolue progressivement sur un profil de terrain contrôlé.
Il vérifie aussi qu'un lobe plein recule d'au moins 30 blocs en haut et en bas
par rapport à son milieu, pour éviter une paroi verticale simplement déplacée.
Il couvre aussi l'influence des deux bruits de sculpture, le vide avant les
bornes de sécurité, et le vide dans les quatre directions même avec un bruit
entièrement positif. Les coordonnées testées incluent les limites de Minecraft
et des entiers Java pour détecter débordements et répétitions involontaires.
Les GameTests chargent le preset réel sur un serveur éphémère, vérifient le
spawn après décoration, puis inspectent des chunks complets à distance dans
les quatre directions. Ils comparent aussi la densité compilée avec deux
instances de la même seed et une seed différente. Cela détecte les références
JSON invalides et les blocs que des features pourraient ajouter après le calcul
de densité. Les injections du serveur de test sont isolées dans
`src/gametest` et ne sont pas distribuées dans le mod.
Les graines de régression des générations v2 et v3 sont **0**, **42** et **8675309**.
Le serveur de test exporte leurs cartes de hauteur et coupes de densité dans
`mods/sanctuary/build/run/gameTest/diagnostics/`. Ces images permettent de
comparer la vraie densité alpha.2, toujours chargée, avec la nouvelle île relevée
dans toute la hauteur `0..383`. Les assertions vérifient la translation du relief
supérieur, la variation des hauteurs du dessous, l'absence de plancher, les
384 blocs de génération et la conservation des anciens paramètres 256.
Ces images ne montrent
pas les arbres ni les matériaux et ne remplacent pas un essai visuel en jeu.
## Contrat du prochain ticket : expansion
Avant de créer des continents, définir une donnée **persistante par monde**
contenant pour chaque région son identifiant, centre, direction, emprise,
seed dérivée, version de générateur et état de déblocage. L'île principale
devient la première région de ce registre ; les nouvelles régions utilisent
des coordonnées absolues, sans cellules périodiques.
L'activation doit être une action du serveur, reproductible et sauvegardée,
conditionnée ensuite par les contributions collectives. Elle doit tenir compte
du fait qu'un joueur peut déjà avoir chargé ou construit dans le vide : un
chunk existant ne se régénère pas simplement parce que la liste des continents
change. Le ticket doit choisir une réservation d'espace ou une matérialisation
contrôlée qui protège les constructions et ne remplace jamais aveuglément des
chunks sauvegardés.
La version de génération et les emprises doivent être gelées avant les premières
sauvegardes destinées à durer. Ce prototype ne promet pas encore de migration
automatique des mondes entre deux versions de terrain.
## Forêts, corniches humides et affleurements — génération v7
Lalpha.7 crée les nouveaux mondes avec `sanctuary:sanctuary_woodland` et
`sanctuary:woodland_island`. La densité `sanctuary:final_density_384`, les
formes rocheuses, la hauteur et le ciel restent identiques. Les plans des
bassins, sources et petites niches de lave reprennent les algorithmes alpha.6.
Les anciens paramètres, biomes et features sont conservés ; cette livraison
ne modifie pas les mondes existants.
La palette comporte huit biomes :
| Identifiant | Rôle |
| --- | --- |
| `sanctuary:woodland_oak_forest` | Forêt de chênes dominante, bouleaux secondaires |
| `sanctuary:woodland_birch_forest` | Forêt de bouleaux complémentaire |
| `sanctuary:woodland_clearing` | Clairière fleurie |
| `sanctuary:woodland_dry_woodland` | Bois sec plus clairsemé |
| `sanctuary:woodland_rocky_heath` | Masses rocheuses exposées |
| `sanctuary:woodland_dark_grove` | Corniches humides à chênes noirs et champignons |
| `sanctuary:woodland_bamboo_grove` | Rare intérieur à jungle et bambou |
| `sanctuary:woodland_sulfur_depths` | Rare poche profonde de soufre sur roche existante |
Une altitude élevée ne transforme plus automatiquement une forêt en prairie
ou en roche. Les forêts utilisent les véritables arbres vanilla avec leurs
conditions de croissance ; les affleurements sont des patches horizontaux
et des variations de matériau sur le terrain existant.
`woodland_groves` place de vrais chênes noirs sur des sols naturels de 2×2,
avec trois blocs de support et une place suffisante pour le tronc et la
canopée sous le plafond. Des champignons accompagnent les sols de podzol et
de mycélium, avec quelques touches de mousse. La jungle et le bambou restent
limités aux rares poches qui leur conviennent.
Un seul emplacement remarquable est recherché par graine, avec une essence
choisie parmi cerisier (favorisé), épicéa, jungle, acacia, palétuvier et chêne
pâle. Il ne produit pas de terrain : si le site ou les conditions de larbre
vanilla ne conviennent pas, il ne pousse pas. Ce nest pas une garantie de
chaque essence sur chaque île. Aucun cœur de Creaking nest ajouté par larbre
pâle utilisé ici.
Les affleurements mêlent des nappes cohérentes de pierre, andésite, diorite et
granite. Les berges conservent leur excavation limitée et leurs dépôts de
3 à 5 blocs, avec des patches de sable, gravier, argile et roche. Les plantations de `woodland_groves` évitent les sources, leurs exutoires
et les niches de lave. Les décorations vanilla conservent leurs placements ;
le traitement unique après génération peut rouvrir la seule bouche de source
déclarée si une plante lobstrue. Le soufre
reste une matière rare des profondeurs ; les grands bassins et sources
vanilla du biome Sulfur Caves ne sont pas activés.
Les anciens petits filons souterrains de charbon, fer et cuivre étaient peu
susceptibles datteindre les surfaces hautes ; leur réglage écartait aussi une
partie des blocs voisins de lair. Les nouvelles features `woodland_ore_*`
utilisent des tailles vanilla limitées (`size=6` pour le charbon, `size=5`
pour fer/cuivre), sans garantir ce nombre de blocs produits par filon,
autorisent cette exposition et ajoutent des essais aléatoires sur les roches
de surface et les corniches rencontrées depuis lair. Elles remplacent
seulement les roches naturelles reconnues par Minecraft, dont andésite,
diorite et granite. Les autres minerais et les anciens générateurs gardent
leurs réglages ; aucune quantité cible nest réinjectée après mesure.
La version et les graines de validation sont consignées dans [Validation](testing.md).
-13
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@@ -1,13 +0,0 @@
org.gradle.jvmargs=-Xmx2G
org.gradle.parallel=true
org.gradle.configuration-cache=false
# Verified 2026-09-08. 26.3 is still a pre-release; do not silently move worlds.
minecraft_version=26.3-pre-2
loader_version=0.19.5
loom_version=1.17.20
fabric_api_version=0.160.0+26.3
mod_version=0.1.0-alpha.11
pack_version=0.1.0-alpha.11
maven_group=fr.koka.sanctuary
Binary file not shown.
-8
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@@ -1,8 +0,0 @@
distributionBase=GRADLE_USER_HOME
distributionPath=wrapper/dists
distributionUrl=https\://services.gradle.org/distributions/gradle-9.5.1-bin.zip
distributionSha256Sum=bafc141b619ad6350fd975fc903156dd5c151998cc8b058e8c1044ab5f7b031f
networkTimeout=10000
validateDistributionUrl=true
zipStoreBase=GRADLE_USER_HOME
zipStorePath=wrapper/dists
Vendored
-253
View File
@@ -1,253 +0,0 @@
#!/bin/sh
#
# Copyright © 2015 the original authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# https://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# SPDX-License-Identifier: Apache-2.0
#
##############################################################################
#
# Gradle start up script for POSIX generated by Gradle.
#
# Important for running:
#
# (1) You need a POSIX-compliant shell to run this script. If your /bin/sh is
# noncompliant, but you have some other compliant shell such as ksh or
# bash, then to run this script, type that shell name before the whole
# command line, like:
#
# ksh Gradle
#
# Busybox and similar reduced shells will NOT work, because this script
# requires all of these POSIX shell features:
# * functions;
# * expansions «$var», «${var}», «${var:-default}», «${var+SET}»,
# «${var#prefix}», «${var%suffix}», and «$( cmd )»;
# * compound commands having a testable exit status, especially «case»;
# * various built-in commands including «command», «set», and «ulimit».
#
# Important for patching:
#
# (2) This script targets any POSIX shell, so it avoids extensions provided
# by Bash, Ksh, etc; in particular arrays are avoided.
#
# The "traditional" practice of packing multiple parameters into a
# space-separated string is a well documented source of bugs and security
# problems, so this is (mostly) avoided, by progressively accumulating
# options in "$@", and eventually passing that to Java.
#
# Where the inherited environment variables (DEFAULT_JVM_OPTS, JAVA_OPTS,
# and GRADLE_OPTS) rely on word-splitting, this is performed explicitly;
# see the in-line comments for details.
#
# There are tweaks for specific operating systems such as AIX, CygWin,
# Darwin, MinGW, and NonStop.
#
# (3) This script is generated from the Groovy template
# https://github.com/gradle/gradle/blob/2d6327017519d23b96af35865dc997fcb544fb40/platforms/jvm/plugins-application/src/main/resources/org/gradle/api/internal/plugins/unixStartScript.txt
# within the Gradle project.
#
# You can find Gradle at https://github.com/gradle/gradle/.
#
##############################################################################
# Attempt to set APP_HOME
# Resolve links: $0 may be a link
app_path=$0
# Need this for daisy-chained symlinks.
while
APP_HOME=${app_path%"${app_path##*/}"} # leaves a trailing /; empty if no leading path
[ -h "$app_path" ]
do
ls=$( ls -ld "$app_path" )
link=${ls#*' -> '}
case $link in #(
/*) app_path=$link ;; #(
*) app_path=$APP_HOME$link ;;
esac
done
# This is normally unused
# shellcheck disable=SC2034
APP_BASE_NAME=${0##*/}
# Discard cd standard output in case $CDPATH is set (https://github.com/gradle/gradle/issues/25036)
APP_HOME=$( cd -P "${APP_HOME:-./}" > /dev/null && printf '%s\n' "$PWD" ) || exit
if [ -z "$JAVA_HOME" ] && [ -x "$APP_HOME/.jdk/current/bin/java" ] ; then
JAVA_HOME=$APP_HOME/.jdk/current
export JAVA_HOME
fi
# Use the maximum available, or set MAX_FD != -1 to use that value.
MAX_FD=maximum
warn () {
echo "$*"
} >&2
die () {
echo
echo "$*"
echo
exit 1
} >&2
# OS specific support (must be 'true' or 'false').
cygwin=false
msys=false
darwin=false
nonstop=false
case "$( uname )" in #(
CYGWIN* ) cygwin=true ;; #(
Darwin* ) darwin=true ;; #(
MSYS* | MINGW* ) msys=true ;; #(
NONSTOP* ) nonstop=true ;;
esac
# Determine the Java command to use to start the JVM.
if [ -n "$JAVA_HOME" ] ; then
if [ -x "$JAVA_HOME/jre/sh/java" ] ; then
# IBM's JDK on AIX uses strange locations for the executables
JAVACMD=$JAVA_HOME/jre/sh/java
else
JAVACMD=$JAVA_HOME/bin/java
fi
if [ ! -x "$JAVACMD" ] ; then
die "ERROR: JAVA_HOME is set to an invalid directory: $JAVA_HOME
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
else
JAVACMD=java
if ! command -v java >/dev/null 2>&1
then
die "ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH.
Please set the JAVA_HOME variable in your environment to match the
location of your Java installation."
fi
fi
# Increase the maximum file descriptors if we can.
if ! "$cygwin" && ! "$darwin" && ! "$nonstop" ; then
case $MAX_FD in #(
max*)
# In POSIX sh, ulimit -H is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC2039,SC3045
MAX_FD=$( ulimit -H -n ) ||
warn "Could not query maximum file descriptor limit"
esac
case $MAX_FD in #(
'' | soft) :;; #(
*)
# In POSIX sh, ulimit -n is undefined. That's why the result is checked to see if it worked.
# shellcheck disable=SC2039,SC3045
ulimit -n "$MAX_FD" ||
warn "Could not set maximum file descriptor limit to $MAX_FD"
esac
fi
# Collect all arguments for the java command, stacking in reverse order:
# * args from the command line
# * the main class name
# * -classpath
# * -D...appname settings
# * --module-path (only if needed)
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and GRADLE_OPTS environment variables.
# For Cygwin or MSYS, switch paths to Windows format before running java
if "$cygwin" || "$msys" ; then
APP_HOME=$( cygpath --path --mixed "$APP_HOME" )
JAVACMD=$( cygpath --unix "$JAVACMD" )
# Now convert the arguments - kludge to limit ourselves to /bin/sh
for arg do
if
case $arg in #(
-*) false ;; # don't mess with options #(
/?*) t=${arg#/} t=/${t%%/*} # looks like a POSIX filepath
[ -e "$t" ] ;; #(
*) false ;;
esac
then
arg=$( cygpath --path --ignore --mixed "$arg" )
fi
# Roll the args list around exactly as many times as the number of
# args, so each arg winds up back in the position where it started, but
# possibly modified.
#
# NB: a `for` loop captures its iteration list before it begins, so
# changing the positional parameters here affects neither the number of
# iterations, nor the values presented in `arg`.
shift # remove old arg
set -- "$@" "$arg" # push replacement arg
done
fi
# Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
DEFAULT_JVM_OPTS='"-Xmx64m" "-Xms64m"'
# Collect all arguments for the java command:
# * DEFAULT_JVM_OPTS, JAVA_OPTS, and optsEnvironmentVar are not allowed to contain shell fragments,
# and any embedded shellness will be escaped.
# * For example: A user cannot expect ${Hostname} to be expanded, as it is an environment variable and will be
# treated as '${Hostname}' itself on the command line.
set -- \
"-Dorg.gradle.appname=$APP_BASE_NAME" \
-jar "$APP_HOME/gradle/wrapper/gradle-wrapper.jar" \
"$@"
# Stop when "xargs" is not available.
if ! command -v xargs >/dev/null 2>&1
then
die "xargs is not available"
fi
# Use "xargs" to parse quoted args.
#
# With -n1 it outputs one arg per line, with the quotes and backslashes removed.
#
# In Bash we could simply go:
#
# readarray ARGS < <( xargs -n1 <<<"$var" ) &&
# set -- "${ARGS[@]}" "$@"
#
# but POSIX shell has neither arrays nor command substitution, so instead we
# post-process each arg (as a line of input to sed) to backslash-escape any
# character that might be a shell metacharacter, then use eval to reverse
# that process (while maintaining the separation between arguments), and wrap
# the whole thing up as a single "set" statement.
#
# This will of course break if any of these variables contains a newline or
# an unmatched quote.
#
eval "set -- $(
printf '%s\n' "$DEFAULT_JVM_OPTS $JAVA_OPTS $GRADLE_OPTS" |
xargs -n1 |
sed ' s~[^-[:alnum:]+,./:=@_]~\\&~g; ' |
tr '\n' ' '
)" '"$@"'
exec "$JAVACMD" "$@"
Vendored
-93
View File
@@ -1,93 +0,0 @@
@rem
@rem Copyright 2015 the original author or authors.
@rem
@rem Licensed under the Apache License, Version 2.0 (the "License");
@rem you may not use this file except in compliance with the License.
@rem You may obtain a copy of the License at
@rem
@rem https://www.apache.org/licenses/LICENSE-2.0
@rem
@rem Unless required by applicable law or agreed to in writing, software
@rem distributed under the License is distributed on an "AS IS" BASIS,
@rem WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
@rem See the License for the specific language governing permissions and
@rem limitations under the License.
@rem
@rem SPDX-License-Identifier: Apache-2.0
@rem
@if "%DEBUG%"=="" @echo off
@rem ##########################################################################
@rem
@rem Gradle startup script for Windows
@rem
@rem ##########################################################################
@rem Set local scope for the variables with windows NT shell
if "%OS%"=="Windows_NT" setlocal
set DIRNAME=%~dp0
if "%DIRNAME%"=="" set DIRNAME=.
@rem This is normally unused
set APP_BASE_NAME=%~n0
set APP_HOME=%DIRNAME%
@rem Resolve any "." and ".." in APP_HOME to make it shorter.
for %%i in ("%APP_HOME%") do set APP_HOME=%%~fi
@rem Add default JVM options here. You can also use JAVA_OPTS and GRADLE_OPTS to pass JVM options to this script.
set DEFAULT_JVM_OPTS="-Xmx64m" "-Xms64m"
@rem Find java.exe
if defined JAVA_HOME goto findJavaFromJavaHome
set JAVA_EXE=java.exe
%JAVA_EXE% -version >NUL 2>&1
if %ERRORLEVEL% equ 0 goto execute
echo. 1>&2
echo ERROR: JAVA_HOME is not set and no 'java' command could be found in your PATH. 1>&2
echo. 1>&2
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
echo location of your Java installation. 1>&2
goto fail
:findJavaFromJavaHome
set JAVA_HOME=%JAVA_HOME:"=%
set JAVA_EXE=%JAVA_HOME%/bin/java.exe
if exist "%JAVA_EXE%" goto execute
echo. 1>&2
echo ERROR: JAVA_HOME is set to an invalid directory: %JAVA_HOME% 1>&2
echo. 1>&2
echo Please set the JAVA_HOME variable in your environment to match the 1>&2
echo location of your Java installation. 1>&2
goto fail
:execute
@rem Setup the command line
@rem Execute Gradle
"%JAVA_EXE%" %DEFAULT_JVM_OPTS% %JAVA_OPTS% %GRADLE_OPTS% "-Dorg.gradle.appname=%APP_BASE_NAME%" -jar "%APP_HOME%\gradle\wrapper\gradle-wrapper.jar" %*
:end
@rem End local scope for the variables with windows NT shell
if %ERRORLEVEL% equ 0 goto mainEnd
:fail
rem Set variable GRADLE_EXIT_CONSOLE if you need the _script_ return code instead of
rem the _cmd.exe /c_ return code!
set EXIT_CODE=%ERRORLEVEL%
if %EXIT_CODE% equ 0 set EXIT_CODE=1
if not ""=="%GRADLE_EXIT_CONSOLE%" exit %EXIT_CODE%
exit /b %EXIT_CODE%
:mainEnd
if "%OS%"=="Windows_NT" endlocal
:omega
+482
View File
@@ -0,0 +1,482 @@
[
{
"version": "beta.063",
"tag_name": "notes/beta.063",
"name": "Sanctuary beta.063 — Chargement et règle de jeu Sanctuary",
"body_file": "notes/beta.063.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "84e009e16741375fc36a01d54d33476c0f0f9559a0dc3eb146549d9326b579c7"
},
{
"version": "beta.064",
"tag_name": "notes/beta.064",
"name": "Sanctuary beta.064 — Cache et étapes réelles de préparation",
"body_file": "notes/beta.064.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "40073089e63e58e1c5f1a994ab17e3dee5d4869cbb00e33c1a63d7d204c6d015"
},
{
"version": "beta.065",
"tag_name": "notes/beta.065",
"name": "Sanctuary beta.065 — Collisions des bateaux collectifs",
"body_file": "notes/beta.065.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "d923f2011923b92c2293fc55e2411ae22868041baeeebbc1685b70db850c41ba"
},
{
"version": "beta.066",
"tag_name": "notes/beta.066",
"name": "Sanctuary beta.066 — Cosmétiques animés sans doublon",
"body_file": "notes/beta.066.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "421ff61e6fe26f447f021d9752ed18ce482279360ed439b73a09a969b7421728"
},
{
"version": "beta.067",
"tag_name": "notes/beta.067",
"name": "Sanctuary beta.067 — Commandes du familier et vol du dragon",
"body_file": "notes/beta.067.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "ef56ee59b46e4ef1482f1573e3e06f2ab67bcb3c5760b4d8eb038951902e8f30"
},
{
"version": "beta.068",
"tag_name": "notes/beta.068",
"name": "Sanctuary beta.068 — Animation discrète du chargement",
"body_file": "notes/beta.068.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "7bddf6557907b317db9c60c81e1f0a1d602de7fb272d863acdd4ede8128d9d3f"
},
{
"version": "beta.069",
"tag_name": "notes/beta.069",
"name": "Sanctuary beta.069 — Les ordres reviennent sur H",
"body_file": "notes/beta.069.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "14bf12033f762315c90610f7576323bcba92c0aa9c421468f0eb27c5e0f289bc"
},
{
"version": "beta.070",
"tag_name": "notes/beta.070",
"name": "Sanctuary beta.070 — Textures intégrées et actives par défaut",
"body_file": "notes/beta.070.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "5853fc49b5ac1c7570eca4b7982373ea8befcb28d6306c431ff4b22c5bee70c9"
},
{
"version": "beta.071",
"tag_name": "notes/beta.071",
"name": "Sanctuary beta.071 — Personnalités et montures des familiers",
"body_file": "notes/beta.071.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "6383c360e4757f6ce4dd6a96ed016889a8be0f4061666381be493036b3efb0b4"
},
{
"version": "beta.072",
"tag_name": "notes/beta.072",
"name": "Sanctuary beta.072 — Statues et bibliothèque de plans",
"body_file": "notes/beta.072.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "c2b73bb6bf5a37d2dd6bfe014b4dce878c054dc0ba8ec92564d4e89d73cb0477"
},
{
"version": "beta.073",
"tag_name": "notes/beta.073",
"name": "Sanctuary beta.073 — Duels publics, arènes et paris en objets",
"body_file": "notes/beta.073.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "8573fec951584d4bff53f649eb0504fa439a7d361bcc8380eed6288d213f7a7f"
},
{
"version": "beta.074",
"tag_name": "notes/beta.074",
"name": "Sanctuary beta.074 — Autonomie et ordres des familiers",
"body_file": "notes/beta.074.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "2490f4e7e405d8f34a599037930b80f269a40ada70d337d0048173f681c8f548"
},
{
"version": "beta.075",
"tag_name": "notes/beta.075",
"name": "Sanctuary beta.075 — Bibliothèque de plans centrée sur les fichiers locaux",
"body_file": "notes/beta.075.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "e416620956e26ed3e9b640ee65a41de6131cb54cd10c2afa85f050653a9e5872"
},
{
"version": "beta.076",
"tag_name": "notes/beta.076",
"name": "Sanctuary beta.076 — Navigation — livrée avec beta.077",
"body_file": "notes/beta.076.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "f4c5bbf1d446499c041cbef9f13ca476bee44d59629b2413a310fea34a83e8b0"
},
{
"version": "beta.077",
"tag_name": "notes/beta.077",
"name": "Sanctuary beta.077 — Tourbillon de nuages sous Sanctuary",
"body_file": "notes/beta.077.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "6a0efeed42776e2101ee88dd61b0c4ede7f63de530d19287dc42b0b375c774f8"
},
{
"version": "beta.078",
"tag_name": "notes/beta.078",
"name": "Sanctuary beta.078 — Le menu devient Combats",
"body_file": "notes/beta.078.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "6d2fc0e8cbabb36ca4f5eee0f957b4396063dca00b0daa063c25abf3cc6cf57f"
},
{
"version": "beta.079",
"tag_name": "notes/beta.079",
"name": "Sanctuary beta.079 — Ordres fiables et défense immédiate en solo",
"body_file": "notes/beta.079.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "ac2825606bd1444298c7193c4ce6e4ac540b92c97211d54e61a02665bd80c248"
},
{
"version": "beta.080",
"tag_name": "notes/beta.080",
"name": "Sanctuary beta.080 — Portée et vitesse liées à la progression",
"body_file": "notes/beta.080.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "a2cebe33c9a3cb01c7cd9a6d252ba073d54130675728a1e9b1ac8f2b768ee089"
},
{
"version": "beta.081",
"tag_name": "notes/beta.081",
"name": "Sanctuary beta.081 — Construction jusqu’à six blocs",
"body_file": "notes/beta.081.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "9fee210fe96b8204c62d07bb88ec2153b2118136c3e4662a5dbf21280f444ad4"
},
{
"version": "beta.082",
"tag_name": "notes/beta.082",
"name": "Sanctuary beta.082 — Commandes des météos Sanctuary",
"body_file": "notes/beta.082.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "d45355e5b5bcd08091e2c9c0cbae7027771ec226ecf45f012a872a51c3ed0557"
},
{
"version": "beta.083",
"tag_name": "notes/beta.083",
"name": "Sanctuary beta.083 — Menus organisés et découvertes réunies",
"body_file": "notes/beta.083.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "203edaec84645f0d3434ed9cb57ac8345fe1ca539f5e578c5f8e70dbe64d0b72"
},
{
"version": "beta.084",
"tag_name": "notes/beta.084",
"name": "Sanctuary beta.084 — Clé dorée, Fût et Fourneau",
"body_file": "notes/beta.084.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "821c3c2bac30726c63bd6451b59efd5e12ab8821a5cf0eade3bc17383506f38b"
},
{
"version": "beta.085",
"tag_name": "notes/beta.085",
"name": "Sanctuary beta.085 — Une façade complète pour le Fourneau",
"body_file": "notes/beta.085.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "cbe0f5468925999ca0f41468487349c1b5f99ad1c4346cd7b836677271c996d5"
},
{
"version": "beta.086",
"tag_name": "notes/beta.086",
"name": "Sanctuary beta.086 — Textures raccordées du Fût",
"body_file": "notes/beta.086.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "3f6a6803a0029278b2a5cdcc8708e49f1f62df5d836ffc22c7cc053018a652cd"
},
{
"version": "beta.087",
"tag_name": "notes/beta.087",
"name": "Sanctuary beta.087 — Super pistons normaux et gluants",
"body_file": "notes/beta.087.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "b00d0389ac6a47124031d7d768834ada51e7b76e2ce9eb6db8d31e72513ff57b"
},
{
"version": "beta.088",
"tag_name": "notes/beta.088",
"name": "Sanctuary beta.088 — Navigation du Fût sans recentrer la souris",
"body_file": "notes/beta.088.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "fb327e5bddc57a490c8751022423d2a60545239c29ede0ece07d1d4943a0ebce"
},
{
"version": "beta.089",
"tag_name": "notes/beta.089",
"name": "Sanctuary beta.089 — Correction du crash au contact des super pistons",
"body_file": "notes/beta.089.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "039e97c2ff370f020bab8b0711a2b8f1ef1ddaa0e011723165e5b6a0ef1c6ad2"
},
{
"version": "beta.090",
"tag_name": "notes/beta.090",
"name": "Sanctuary beta.090 — Passage à Minecraft Java 26.3",
"body_file": "notes/beta.090.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "914e301e6b3734d3268a91adcf9b26cff2da81ca4423019b52107ab68781934a"
},
{
"version": "beta.091",
"tag_name": "notes/beta.091",
"name": "Sanctuary beta.091 — Interagir avec les animaux embarqués",
"body_file": "notes/beta.091.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "00e834683446ddc402748fcfa0e56c2ebe364c20be5cdfe6a59fea5ef5000de3"
},
{
"version": "beta.092",
"tag_name": "beta.092",
"name": "Sanctuary beta.092 — Clic molette des super pistons",
"body_file": "notes/beta.092.md",
"source_tag_exact": true,
"draft": false,
"prerelease": true,
"body_sha256": "0e98172117eb057380280dc3463db7e4a224304fe9d83a4ccfc35a223b18afb7"
},
{
"version": "beta.093",
"tag_name": "notes/beta.093",
"name": "Sanctuary beta.093 — Recherche créative sans accès graphique en arrière-plan",
"body_file": "notes/beta.093.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "eb30571a8246c44e511afcaff49e33141daa5ed85c1655bdcd2830a3f5b7cc96"
},
{
"version": "beta.094",
"tag_name": "notes/beta.094",
"name": "Sanctuary beta.094 — Les foyers du Fourneau sallument",
"body_file": "notes/beta.094.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "4e0f68763d83bef5873fb059cd5babe840b217d58e84eb98d346e0f42e790f7d"
},
{
"version": "beta.095",
"tag_name": "notes/beta.095",
"name": "Sanctuary beta.095 — Bois raccordé sur la tige des super pistons",
"body_file": "notes/beta.095.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "76b902e563814986ed9098264475224b213dce881f6db2cc90240d07f572a42b"
},
{
"version": "beta.096",
"tag_name": "notes/beta.096",
"name": "Sanctuary beta.096 — Métabli et construction guidée",
"body_file": "notes/beta.096.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "6ad6585286fefa500d03a0545b23dd1e82f111e4c2ed81b8f1612cc8f7d64472"
},
{
"version": "beta.097",
"tag_name": "notes/beta.097",
"name": "Sanctuary beta.097 — Temples garantis et aperçus texturés",
"body_file": "notes/beta.097.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "fbaa9c89c051d04441002ed071cd9df5f5ec37cc98decf2611d5a8754bc6ef75"
},
{
"version": "beta.098",
"tag_name": "notes/beta.098",
"name": "Sanctuary beta.098 — Construire un plan en créatif",
"body_file": "notes/beta.098.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "4e702025e0f60ea43a99b9f8846e77ae411f27588d47f20d01b0a00c1e0dafef"
},
{
"version": "beta.099",
"tag_name": "notes/beta.099",
"name": "Sanctuary beta.099 — Catalogue visuel du Métabli et gestes K",
"body_file": "notes/beta.099.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "53ee7a482b7b2a0965ffea01d118d1e321fa19348edebe795a70ba7a35fd2586"
},
{
"version": "beta.100",
"tag_name": "notes/beta.100",
"name": "Sanctuary beta.100 — Exploration, statues découvertes et promenade",
"body_file": "notes/beta.100.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "dd55eab663b86ea287d4f0952c2ac07822c532450afd7f7abbf6b1da89c6cfa8"
},
{
"version": "beta.101",
"tag_name": "notes/beta.101",
"name": "Sanctuary beta.101 — Atterrissage sans faux coup pour les volants",
"body_file": "notes/beta.101.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "32c1cee580d78b6e3b9990fbdd1b4a3f4aec16d2da58b2ed21496381a8365c67"
},
{
"version": "beta.102",
"tag_name": "notes/beta.102",
"name": "Sanctuary beta.102 — Seize couleurs de briques et dargile",
"body_file": "notes/beta.102.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "34a469c081b9e7aa9830c7bb42310d103f590a8b43857af4d543d6f5041239fb"
},
{
"version": "beta.103",
"tag_name": "notes/beta.103",
"name": "Sanctuary beta.103 — Rangement des couleurs par séries",
"body_file": "notes/beta.103.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "1a0757e25d1ea16f0d59f0e170e9e7f08cc1143158122d6345fed2cd0e64ecc0"
},
{
"version": "beta.104",
"tag_name": "notes/beta.104",
"name": "Sanctuary beta.104 — Argiles grise et noire plus distinctes",
"body_file": "notes/beta.104.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "59104848b12475cd3e80700cb70a27e341e2b62c561c3a1b63c1495cd53a3350"
},
{
"version": "beta.105",
"tag_name": "notes/beta.105",
"name": "Sanctuary beta.105 — Saisons, panoramas et chapeaux vivants",
"body_file": "notes/beta.105.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "5b53c5dfbcffbe533bb606e21843235fb65c2ca9c4950856b8d2bef27afc3d74"
},
{
"version": "beta.106",
"tag_name": "notes/beta.106",
"name": "Sanctuary beta.106 — Atelier dargile et modèles 3D",
"body_file": "notes/beta.106.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "822e2f9d11618216053a89c580bc87a7a95c3e6ee894e516d02193f94fd6325e"
},
{
"version": "beta.107",
"tag_name": "notes/beta.107",
"name": "Sanctuary beta.107 — Œufs de reproduction et de générateurs",
"body_file": "notes/beta.107.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "95f163f0f5f6392a0a6e92cd76dbfa0275081f76032e654a0b1966204b0bd3b4"
},
{
"version": "beta.108",
"tag_name": "notes/beta.108",
"name": "Sanctuary beta.108 — La neige saccumule en blocs",
"body_file": "notes/beta.108.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "65f3e08a8c5300cf1d1d3ff7cddf9e75f38b84d42177d3f2f177eb46361323b0"
},
{
"version": "beta.109",
"tag_name": "notes/beta.109",
"name": "Sanctuary beta.109 — Fonte saisonnière de la neige",
"body_file": "notes/beta.109.md",
"source_tag_exact": false,
"draft": false,
"prerelease": true,
"body_sha256": "189304161a5bc3e6a182f0e07e62d879a043943e9db37e4354197535b7268d81"
},
{
"version": "beta.110",
"tag_name": "beta.110",
"name": "Sanctuary beta.110",
"body_file": "notes/beta.110.md",
"source_tag_exact": true,
"draft": false,
"prerelease": true,
"body_sha256": "fb7bf23daa7a16ba9c52f180f442ca2d60eaa33eada946e1d721398ffd6c823d"
}
]
+1092
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-243
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@@ -1,243 +0,0 @@
plugins {
id 'net.fabricmc.fabric-loom'
}
group = rootProject.maven_group
version = rootProject.mod_version
base { archivesName = 'sanctuary' }
def clientRenderTests = providers.gradleProperty('sanctuaryClientTests')
.map { it.toBoolean() }.getOrElse(false)
fabricApi {
configureTests {
createSourceSet = true
modId = 'sanctuary-gametest'
enableGameTests = true
// Explicit opt-in: the rendering check needs a graphics-capable client.
enableClientGameTests = clientRenderTests
eula = false
}
}
if (clientRenderTests) {
sourceSets.named('gametest') {
java.srcDir('src/clientGametest/java')
}
}
// Every integration run must exercise fresh generation, never stale saved chunks.
tasks.register('cleanGameTestWorld', Delete) {
delete(layout.buildDirectory.dir('run/gameTest/world'))
}
tasks.named('runGameTest') {
dependsOn('cleanGameTestWorld')
systemProperty('sanctuary.test.seed', providers.gradleProperty('sanctuaryTestSeed').getOrElse('0'))
systemProperty('sanctuary.test.players', providers.gradleProperty('sanctuaryTestPlayers').getOrElse('10'))
systemProperty('sanctuary.test.resourceSurvey', providers.gradleProperty('sanctuaryResourceSurvey').getOrElse('sample'))
systemProperty('sanctuary.test.densityMaps', providers.gradleProperty('sanctuaryDensityMaps').getOrElse('true'))
}
tasks.named('processGametestResources') {
def benchmark = providers.gradleProperty('sanctuaryBenchmark').map { it.toBoolean() }.getOrElse(false)
inputs.property('benchmark', benchmark)
filesMatching('fabric.mod.json') {
expand(gametest_entrypoint: benchmark
? 'fr.koka.sanctuary.gametest.WorldgenPerformanceGameTests'
: 'fr.koka.sanctuary.gametest.SanctuaryWorldGameTests')
}
}
dependencies {
minecraft "com.mojang:minecraft:${rootProject.minecraft_version}"
implementation "net.fabricmc:fabric-loader:${rootProject.loader_version}"
implementation "net.fabricmc.fabric-api:fabric-api:${rootProject.fabric_api_version}"
}
java {
toolchain.languageVersion = JavaLanguageVersion.of(25)
withSourcesJar()
}
tasks.withType(JavaCompile).configureEach {
options.encoding = 'UTF-8'
options.release = 25
}
processResources {
// The launcher uses 26.3-pre-2; Fabric's runtime normalizes it to 26.3-pre.2.
def values = [version: project.version, minecraft_version: rootProject.minecraft_version,
minecraft_dependency_version: rootProject.minecraft_version.replace('-pre-', '-pre.'),
loader_version: rootProject.loader_version, fabric_api_version: rootProject.fabric_api_version]
inputs.properties(values)
filesMatching('fabric.mod.json') { expand(values) }
}
tasks.named('jar') {
from(rootProject.file('LICENSE')) { rename { 'LICENSE_sanctuary' } }
from(rootProject.file('THIRD_PARTY_NOTICES.md'))
}
tasks.register('worldgenSmoke', JavaExec) {
group = 'verification'
description = 'Check natural central holes, continuous erosion, density bounds and exterior void.'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.WorldgenSmoke'
}
tasks.named('check') { dependsOn('worldgenSmoke') }
tasks.register('hydrologySmoke', JavaExec) {
group = 'verification'
description = 'Check deterministic surface drainage, natural support and bounded excavation.'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.SurfaceHydrologySmoke'
}
tasks.named('check') { dependsOn('hydrologySmoke') }
// src/test contains a JavaExec assertion harness; engine tests use Fabric's gametest source set.
tasks.named('test') { failOnNoDiscoveredTests = false }
tasks.register('naturalHydrologySmoke', JavaExec) {
group = 'verification'
description = 'Check broad shores, supported sediments and natural rock springs.'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.NaturalHydrologySmoke'
}
tasks.named('check') { dependsOn('naturalHydrologySmoke') }
tasks.register('starterLavaSmoke', JavaExec) {
group = 'verification'
description = 'Check a small contained lava niche in naturally supported rock.'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.StarterLavaDepositSmoke'
}
tasks.named('check') { dependsOn('starterLavaSmoke') }
// Alpha.6 has separate contracts so saved alpha.5 worlds keep their generation.
tasks.register('layeredHydrologySmoke', JavaExec) {
group = 'verification'
description = 'Check retained basins, broad rock shores and lower wall springs.'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.LayeredHydrologySmoke'
}
tasks.named('check') { dependsOn('layeredHydrologySmoke') }
tasks.register('layeredEcologySmoke', JavaExec) {
group = 'verification'
description = 'Check altitude biome variation and naturally supported lower terraces.'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.LayeredEcologySmoke'
}
tasks.named('check') { dependsOn('layeredEcologySmoke') }
// Alpha.7 keeps previous biome palettes and generators unchanged.
tasks.register('woodlandPaletteSmoke', JavaExec) {
group = 'verification'
description = 'Check surface forest coverage and bounded rare interior biomes.'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.WoodlandPaletteSmoke'
}
tasks.register('woodlandGroveSmoke', JavaExec) {
group = 'verification'
description = 'Check natural tree supports and canopy space without creating terrain.'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.WoodlandGroveSmoke'
}
tasks.named('check') { dependsOn('woodlandPaletteSmoke', 'woodlandGroveSmoke') }
tasks.register('riftShapeSmoke', JavaExec) {
group = 'verification'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.RiftShapeSmoke'
}
tasks.named('check') { dependsOn('riftShapeSmoke') }
tasks.register('riftPaletteSmoke', JavaExec) {
group = 'verification'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.RiftPaletteSmoke'
}
tasks.named('check') { dependsOn('riftPaletteSmoke') }
tasks.register('riftHydrologySmoke', JavaExec) {
group = 'verification'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.RiftHydrologySmoke'
}
tasks.named('check') { dependsOn('riftHydrologySmoke') }
tasks.register('riftLavaSmoke', JavaExec) {
group = 'verification'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.RiftLavaSmoke'
}
tasks.named('check') { dependsOn('riftLavaSmoke') }
tasks.register('cavernPaletteSmoke', JavaExec) {
group = 'verification'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.CavernPaletteSmoke'
}
tasks.named('check') { dependsOn('cavernPaletteSmoke') }
tasks.register('cavernHydrologySmoke', JavaExec) {
group = 'verification'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.CavernHydrologySmoke'
}
tasks.named('check') { dependsOn('cavernHydrologySmoke') }
tasks.register('cavernLavaSmoke', JavaExec) {
group = 'verification'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.CavernLavaSmoke'
}
tasks.named('check') { dependsOn('cavernLavaSmoke') }
tasks.register('populationCapacitySmoke', JavaExec) {
group = 'verification'
description = 'Check supported capacities, area scaling, finite boundaries and regional ownership.'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.PopulationCapacitySmoke'
}
tasks.named('check') { dependsOn('populationCapacitySmoke') }
tasks.register('populationRegionPlanSmoke', JavaExec) {
group = 'verification'
description = 'Check atomic regional admission, hydraulic dependencies and translated chunk indices.'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.PopulationRegionPlanSmoke'
}
tasks.named('check') { dependsOn('populationRegionPlanSmoke') }
tasks.register('populationPlanCacheSmoke', JavaExec) {
group = 'verification'
description = 'Check that completed regions remain readable while new regions are planned.'
dependsOn('testClasses')
classpath = sourceSets.test.runtimeClasspath
mainClass = 'fr.koka.sanctuary.worldgen.PopulationPlanCacheSmoke'
}
tasks.named('check') { dependsOn('populationPlanCacheSmoke') }
@@ -1,34 +0,0 @@
package fr.koka.sanctuary.gametest;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.Arrays;
import net.fabricmc.fabric.api.client.gametest.v1.FabricClientGameTest;
import net.fabricmc.fabric.api.client.gametest.v1.context.ClientGameTestContext;
/** Opt-in check of production render mixins in the actual client, without opening a save. */
public final class SanctuaryClientRenderTests implements FabricClientGameTest {
@Override
public void runTest(ClientGameTestContext context) {
context.runOnClient(client -> {
assertApplied(client.getClass().getClassLoader(),
"net.minecraft.client.renderer.SkyRenderer", "sanctuary$openLowerSky");
assertApplied(client.getClass().getClassLoader(),
"net.minecraft.client.renderer.fog.FogRenderer", "sanctuary$openVoidFog");
SanctuaryMod.LOGGER.info("Client render tests passed: Sanctuary sky and fog mixins applied.");
});
}
private static void assertApplied(ClassLoader loader, String target, String hook) {
try {
// Force transformation even when this renderer is lazily loaded on world entry.
Class<?> transformed = Class.forName(target, true, loader);
boolean applied = Arrays.stream(transformed.getDeclaredMethods())
.anyMatch(method -> method.getName().contains(hook));
if (!applied) {
throw new AssertionError("Missing Sanctuary render injection: " + target + " / " + hook);
}
} catch (ClassNotFoundException failure) {
throw new AssertionError("Minecraft render target is missing: " + target, failure);
}
}
}
@@ -1,70 +0,0 @@
// Frozen test oracle from a26b72f PopulationIslandDensity.java.
// Original SHA-256: fcc5a8a39b7c4d181d74ce4f9183a1ca93646137955ac64bab9d22e6db0752a1
// Only package/imports/class name differ; do not optimize this reference.
package fr.koka.sanctuary.gametest;
import fr.koka.sanctuary.worldgen.*;
import com.mojang.serialization.MapCodec;
import com.mojang.serialization.codecs.RecordCodecBuilder;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.concurrent.ConcurrentHashMap;
import net.minecraft.util.Interval;
import net.minecraft.world.level.levelgen.densityfunction.*;
/** Capacity changes the envelope; all natural noise is still sampled at world coordinates. */
public record Alpha10PopulationDensityReference(DensityFunction terrain, DensityFunction distortion,
DensityFunction sculpt, DensityFunction detail, DensityFunction underside,
DensityFunction riftWarp, DensityFunction riftDetail, IslandCapacity capacity) implements DensityFunction {
public static final MapCodec<Alpha10PopulationDensityReference> CODEC = RecordCodecBuilder.mapCodec(instance -> instance.group(
DensityFunction.CODEC.fieldOf("terrain").forGetter(Alpha10PopulationDensityReference::terrain),
DensityFunction.CODEC.fieldOf("distortion").forGetter(Alpha10PopulationDensityReference::distortion),
DensityFunction.CODEC.fieldOf("sculpt").forGetter(Alpha10PopulationDensityReference::sculpt),
DensityFunction.CODEC.fieldOf("detail").forGetter(Alpha10PopulationDensityReference::detail),
DensityFunction.CODEC.fieldOf("underside").forGetter(Alpha10PopulationDensityReference::underside),
DensityFunction.CODEC.fieldOf("rift_warp").forGetter(Alpha10PopulationDensityReference::riftWarp),
DensityFunction.CODEC.fieldOf("rift_detail").forGetter(Alpha10PopulationDensityReference::riftDetail),
IslandCapacity.CODEC.optionalFieldOf("players", IslandCapacity.TWENTY).forGetter(Alpha10PopulationDensityReference::capacity)
).apply(instance, Alpha10PopulationDensityReference::new));
@Override public DensitySampler compileSampler(CompileContext context) {
var raw = terrain.compileSampler(context); var edge = distortion.compileSampler(context);
var coarse = sculpt.compileSampler(context); var fine = detail.compileSampler(context);
var bottom = underside.compileSampler(context); var warp = riftWarp.compileSampler(context);
var fractureDetail = riftDetail.compileSampler(context);
long seed = context.createRandom(SanctuaryMod.id("population_rifts_alpha10")).nextLong();
var layouts = new ConcurrentHashMap<IslandCapacity.Region, RiftShape.Layout>();
return new DensitySampler() {
@Override public float sampleValue(SamplerContext sample, int x, int y, int z) {
if (Math.hypot((double) x, z) >= capacity.terrainLimit() || y <= 0 || y >= 384) return -1;
int localY = y - 64;
float natural = PopulationIslandShape.raisedDensity(x, y, z, raw.sampleValue(sample, x, localY, z),
edge.sampleValue(sample, x, 0, z), coarse.sampleValue(sample, x, localY, z),
fine.sampleValue(sample, x, localY, z), bottom.sampleValue(sample, x, localY, z), 64, 384, capacity);
if (natural <= 0) return natural;
var region = capacity.regionAt(x, z);
var layout = layouts.computeIfAbsent(region, r -> RiftShape.layout(regionSeed(seed, r)));
int rx = x - region.originX(), rz = z - region.originZ();
if (!RiftShape.mayAffect(layout, rx, rz)) return natural;
return RiftShape.density(layout, rx, y, rz, natural,
warp.sampleValue(sample, x, y, z), fractureDetail.sampleValue(sample, x, y, z));
}
@Override public void sampleVolume(SamplerContext sample, DensityBuffer buffer, DensityVolume volume) {
DensitySampler.sampleVolumeNaive(sample, buffer, volume, this);
}
};
}
public static long regionSeed(long seed, IslandCapacity.Region region) {
long value = seed ^ ((long) region.x() << 32) ^ (region.z() & 0xffffffffL) ^ 0xA10CA7E1L;
value = (value ^ (value >>> 30)) * 0xbf58476d1ce4e5b9L;
value = (value ^ (value >>> 27)) * 0x94d049bb133111ebL;
return value ^ (value >>> 31);
}
@Override public DensityFunction rewriteChildren(DfRewriteRule rule) {
return new Alpha10PopulationDensityReference(rule.rewrite(terrain), rule.rewrite(distortion), rule.rewrite(sculpt),
rule.rewrite(detail), rule.rewrite(underside), rule.rewrite(riftWarp), rule.rewrite(riftDetail), capacity);
}
@Override public Interval range() { return Interval.of(-1, 1); }
@Override public int domainAxes() { return ALL_AXES; }
@Override public MapCodec<Alpha10PopulationDensityReference> codec() { return CODEC; }
}
@@ -1,184 +0,0 @@
package fr.koka.sanctuary.gametest;
import fr.koka.sanctuary.SanctuaryMod;
import fr.koka.sanctuary.worldgen.MainIslandDensity;
import fr.koka.sanctuary.worldgen.SanctuarySpawn;
import net.minecraft.core.registries.Registries;
import net.minecraft.gametest.framework.GameTestHelper;
import net.minecraft.resources.ResourceKey;
import net.minecraft.world.level.levelgen.RandomState;
import net.minecraft.world.level.levelgen.densityfunction.DensityFunction;
import net.minecraft.world.level.storage.LevelData;
import javax.imageio.ImageIO;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
/** Test-only sampled density plots, not screenshots or a substitute for looking at generated chunks. */
final class DensityDiagnostics {
private static final int EXTENT = 304;
private static final int STEP = 4;
private static final int GRID = 2 * EXTENT / STEP + 1;
private static final int MAP_SIZE = GRID * 4;
private static final int VOID_COLOR = 0x132132;
private DensityDiagnostics() {}
static void verifyAndExport(GameTestHelper helper, LevelData.RespawnData spawn) throws IOException {
var level = helper.getLevel();
var registries = level.registryAccess();
var settings = registries.lookupOrThrow(Registries.NOISE_SETTINGS)
.getOrThrow(SanctuarySpawn.RAISED_SETTINGS).value();
DensityFunction finalDensity = registries.lookupOrThrow(Registries.DENSITY_FUNCTION)
.getOrThrow(ResourceKey.create(Registries.DENSITY_FUNCTION, SanctuaryMod.id("final_density_384"))).value();
helper.assertTrue(finalDensity instanceof MainIslandDensity,
"The diagnostic must inspect the actual production island density wrapper");
MainIslandDensity island = (MainIslandDensity) finalDensity;
DensityFunction legacy = registries.lookupOrThrow(Registries.DENSITY_FUNCTION)
.getOrThrow(ResourceKey.create(Registries.DENSITY_FUNCTION, SanctuaryMod.id("final_density"))).value();
var noises = registries.lookupOrThrow(Registries.NOISE);
// The default run exports all three seeds once. Additional complete-world runs only
// repeat the sparse assertions, avoiding redundant image generation.
boolean export = level.getSeed() == 0L && Boolean.parseBoolean(System.getProperty("sanctuary.test.densityMaps", "true"));
boolean foundUnforcedCentralVoid = false;
for (long seed : new long[]{0L, 42L, 8675309L}) {
RandomState state = RandomState.create(noises, seed, settings);
boolean foundSolid = false;
var bottomHeights = new java.util.TreeSet<Integer>();
for (int x = -288; x <= 288; x += 16) {
for (int z = -288; z <= 288; z += 16) {
int firstSolid = -1;
for (int y = 4; y < island.height(); y += 8) {
float shaped = state.sampleBlockValueUncached(finalDensity, x, y, z);
float natural = state.sampleBlockValueUncached(island.terrain(), x, y - island.verticalOffset(), z);
helper.assertTrue(Float.isFinite(shaped), "Sculpted density must be finite");
helper.assertTrue(shaped <= 0.0F || natural > 0.0F,
"Sculpt must not invent solid terrain; seed " + seed + " at " + x + "," + y + "," + z);
foundSolid |= shaped > 0.0F;
if (shaped > 0.0F && firstSolid < 0) firstSolid = y;
if (Math.abs(x) <= 48 && Math.abs(z) <= 48 && y >= 44 + island.verticalOffset() && y <= 108 + island.verticalOffset()) {
foundUnforcedCentralVoid |= natural < 0.0F && shaped < 0.0F;
}
}
if (firstSolid >= 0 && Math.abs(x) <= 96 && Math.abs(z) <= 96) bottomHeights.add(firstSolid);
}
}
helper.assertTrue(foundSolid, "The sampled natural island must contain land for seed " + seed);
helper.assertTrue(bottomHeights.size() >= 4 && bottomHeights.first() >= 16,
"The central underside must vary in height and leave an empty margin below; seed " + seed);
SanctuaryMod.LOGGER.info("Raised island seed {}: sampled central underside Y{}..{} ({} distinct heights)",
seed, bottomHeights.first(), bottomHeights.last(), bottomHeights.size());
verifyUpperTranslation(helper, state, island, legacy, seed);
if (export) {
export(state, island, legacy, seed, seed == level.getSeed() ? spawn : null);
}
}
helper.assertTrue(foundUnforcedCentralVoid,
"The regression seeds must exercise natural holes inside the former forced core");
}
private static void verifyUpperTranslation(GameTestHelper helper, RandomState state,
MainIslandDensity island, DensityFunction legacy, long seed) {
for (int x = -256; x <= 256; x += 32) {
for (int z = -256; z <= 256; z += 32) {
for (int oldY = 80; oldY < 256; oldY += 8) {
float before = state.sampleBlockValueUncached(legacy, x, oldY, z);
float after = state.sampleBlockValueUncached(island, x, oldY + island.verticalOffset(), z);
helper.assertTrue(Math.abs(before - after) < 0.000001F,
"The upper silhouette must keep its seed's alpha.2 profile after translation; seed "
+ seed + " at " + x + "," + oldY + "," + z + ": " + before + " -> " + after);
}
}
}
}
private static void export(RandomState state, MainIslandDensity island, DensityFunction legacy, long seed,
LevelData.RespawnData spawn) throws IOException {
Path directory = Path.of("diagnostics");
Files.createDirectories(directory);
BufferedImage picture = new BufferedImage(MAP_SIZE * 2 + 60, 715 + 2 * (island.height() + 28), BufferedImage.TYPE_INT_RGB);
Graphics2D graphics = picture.createGraphics();
graphics.setColor(new Color(0xF0F0EC));
graphics.fillRect(0, 0, picture.getWidth(), picture.getHeight());
graphics.setColor(new Color(0x14202A));
graphics.setFont(new Font(Font.SANS_SERIF, Font.BOLD, 18));
graphics.drawString("Seed " + seed + " | alpha.2 (actual preserved density)", 20, 27);
graphics.drawString("Raised production density (384 blocks)", MAP_SIZE + 40, 27);
graphics.setFont(new Font(Font.SANS_SERIF, Font.PLAIN, 13));
graphics.drawString("Top view: x/z -304..304, sample every 4 blocks; height sampled every 4 blocks", 20, 48);
graphics.drawString("Dark = void; low green to high cream. Terrain only; no trees/materials.", MAP_SIZE + 40, 48);
StringBuilder heights = new StringBuilder("x,z,alpha2_top_y,raised_top_y\n");
int beforeColumns = 0;
int afterColumns = 0;
for (int gx = 0; gx < GRID; gx++) {
int x = -EXTENT + gx * STEP;
for (int gz = 0; gz < GRID; gz++) {
int z = -EXTENT + gz * STEP;
int beforeTop = -1;
int afterTop = -1;
// Stop as soon as both topmost samples have been found.
for (int y = island.height() - 4; y >= 4 && (beforeTop < 0 || afterTop < 0); y -= 4) {
if (beforeTop < 0) {
if (state.sampleBlockValueUncached(legacy, x, y, z) > 0.0F) beforeTop = y;
}
if (afterTop < 0 && state.sampleBlockValueUncached(island, x, y, z) > 0.0F) afterTop = y;
}
beforeColumns += beforeTop >= 0 ? 1 : 0;
afterColumns += afterTop >= 0 ? 1 : 0;
graphics.setColor(new Color(heightColor(beforeTop)));
graphics.fillRect(20 + gx * 4, 60 + gz * 4, 4, 4);
graphics.setColor(new Color(heightColor(afterTop)));
graphics.fillRect(MAP_SIZE + 40 + gx * 4, 60 + gz * 4, 4, 4);
heights.append(x).append(',').append(z).append(',').append(beforeTop).append(',').append(afterTop).append('\n');
}
}
if (spawn != null) {
graphics.setColor(Color.MAGENTA);
int px = MAP_SIZE + 40 + spawn.pos().getX() + EXTENT;
int pz = 60 + spawn.pos().getZ() + EXTENT;
graphics.drawOval(px - 4, pz - 4, 8, 8);
graphics.drawString("Initial spawn " + spawn.pos().toShortString(), MAP_SIZE + 40, 689);
}
drawSections(graphics, state, island, legacy, false, 715);
drawSections(graphics, state, island, legacy, true, 715 + island.height() + 28);
graphics.dispose();
Path output = directory.resolve("island-density-seed-" + seed + ".png");
ImageIO.write(picture, "png", output.toFile());
Files.writeString(directory.resolve("island-heightmap-seed-" + seed + ".csv"), heights);
SanctuaryMod.LOGGER.info("Island density diagnostic seed {}: {} -> {} sampled land columns; {}",
seed, beforeColumns, afterColumns, output.toAbsolutePath());
}
private static void drawSections(Graphics2D graphics, RandomState state, MainIslandDensity island, DensityFunction legacy,
boolean alongZ, int top) {
graphics.setColor(new Color(0x14202A));
graphics.drawString(alongZ ? "Section x=0: z -304..304; y 383 (top)..0 (bottom)"
: "Section z=0: x -304..304; y 383 (top)..0 (bottom)", 20, top - 8);
for (int horizontal = -EXTENT; horizontal < EXTENT; horizontal += 2) {
int x = alongZ ? 0 : horizontal;
int z = alongZ ? horizontal : 0;
for (int y = 0; y < island.height(); y++) {
float before = state.sampleBlockValueUncached(legacy, x, y, z);
float after = state.sampleBlockValueUncached(island, x, y, z);
graphics.setColor(new Color(before > 0.0F ? heightColor(y) : VOID_COLOR));
graphics.fillRect(20 + horizontal + EXTENT, top + island.height() - 1 - y, 2, 1);
graphics.setColor(new Color(after > 0.0F ? heightColor(y) : VOID_COLOR));
graphics.fillRect(MAP_SIZE + 40 + horizontal + EXTENT, top + island.height() - 1 - y, 2, 1);
}
}
}
private static int heightColor(int y) {
if (y < 0) return VOID_COLOR;
float height = Math.clamp(y / 280.0F, 0.0F, 1.0F);
int red = (int) (43 + 192 * height);
int green = (int) (91 + 139 * height);
int blue = (int) (70 + 117 * height);
return red << 16 | green << 8 | blue;
}
}
@@ -1,448 +0,0 @@
package fr.koka.sanctuary.gametest;
import com.google.gson.GsonBuilder;
import fr.koka.sanctuary.SanctuaryMod;
import fr.koka.sanctuary.worldgen.HydrologyRuntime;
import fr.koka.sanctuary.worldgen.SanctuarySpawn;
import fr.koka.sanctuary.worldgen.ShoreSugarCaneFeature;
import fr.koka.sanctuary.worldgen.SurfaceHydrology;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.core.registries.Registries;
import net.minecraft.gametest.framework.GameTestHelper;
import net.minecraft.resources.ResourceKey;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.tags.BlockTags;
import net.minecraft.tags.FluidTags;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.ChunkPos;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.LevelChunk;
import net.minecraft.world.level.chunk.status.ChunkStatus;
import net.minecraft.world.level.levelgen.Heightmap;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.RandomState;
import net.minecraft.world.level.levelgen.densityfunction.DensityFunction;
import net.minecraft.world.level.material.Fluids;
import javax.imageio.ImageIO;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.TreeMap;
/** Checks the actual decorated terrain and fluid simulation in a disposable world, far from test fixtures. */
public final class HydrologyDiagnostics {
private static final List<Direction> HORIZONTAL = List.of(Direction.NORTH, Direction.SOUTH, Direction.WEST, Direction.EAST);
private HydrologyDiagnostics() {}
public static void start(GameTestHelper helper) throws IOException {
Context context = new Context(helper);
context.prepare();
context.verifyNaturalShellAndFinishedWater();
context.verifyAllObservedWaterIsPlanned();
context.export("generated");
helper.assertTrue(context.caneBlocks > 0,
"Regression seed must provide at least one naturally valid shore sugar cane plant; inspect the exported site map");
// Other synchronous generation diagnostics finish before this tick. The temporary fluid
// witness therefore cannot be counted by the initial resource survey.
helper.runAtTickTime(20, context::startFluidWitness);
helper.runAtTickTime(50, context::verifyFluidWitnessAndRemoveIt);
helper.runAtTickTime(200, () -> {
try {
context.verifyNaturalShellAndFinishedWater();
context.verifyAllObservedWaterIsPlanned();
context.export("after-200-ticks");
SanctuaryMod.LOGGER.info("Hydrology seed {}: {} water blocks retained after real fluid ticks, {} chunk seams checked",
context.level.getSeed(), context.expectedWater.size(), context.seams);
helper.succeed();
} catch (IOException exception) {
throw new IllegalStateException("Could not write hydrology diagnostics", exception);
} finally {
context.cleanup();
}
});
}
public static void verifyLegacyIsolation(GameTestHelper helper) {
ServerLevel level = helper.getLevel();
var active = (NoiseBasedChunkGenerator) level.getChunkSource().getGenerator();
helper.assertTrue(HydrologyRuntime.enabled(active), "The current preset must enable surface hydrology");
helper.assertTrue(active.generatorSettings().is(SanctuarySpawn.HYDROLOGY_SETTINGS),
"The active generator must use the new hydrology settings, not alter a legacy settings key");
var registry = level.registryAccess().lookupOrThrow(Registries.NOISE_SETTINGS);
for (var key : List.of(SanctuarySpawn.SETTINGS, SanctuarySpawn.RAISED_SETTINGS)) {
var legacy = new NoiseBasedChunkGenerator(active.getBiomeSource(), registry.getOrThrow(key));
helper.assertFalse(HydrologyRuntime.enabled(legacy), "Saved legacy generator must remain dry: " + key.identifier());
helper.assertFalse(new ShoreSugarCaneFeature().place(level, legacy, RandomSource.create(0), BlockPos.ZERO),
"Even an explicitly invoked shoreline feature must ignore legacy generators");
}
var biomes = level.registryAccess().lookupOrThrow(Registries.BIOME);
var oldBiome = biomes.getOrThrow(ResourceKey.create(Registries.BIOME, SanctuaryMod.id("starter_forest"))).value();
var wetBiome = biomes.getOrThrow(ResourceKey.create(Registries.BIOME, SanctuaryMod.id("starter_forest_hydrology"))).value();
var shore = level.registryAccess().lookupOrThrow(Registries.PLACED_FEATURE).getOrThrow(
ResourceKey.create(Registries.PLACED_FEATURE, SanctuaryMod.id("shore_sugar_cane"))).value();
helper.assertFalse(oldBiome.getGenerationSettings().hasFeature(shore),
"The old biome referenced by saved worlds must not acquire the new shoreline decoration");
helper.assertTrue(wetBiome.getGenerationSettings().hasFeature(shore),
"The new hydrology biome must include its shoreline decoration");
helper.assertTrue(active.getBiomeSource().possibleBiomes().stream().allMatch(holder -> holder.is(
ResourceKey.create(Registries.BIOME, SanctuaryMod.id("starter_forest_hydrology")))),
"The current preset must select the separate hydrology biome");
}
private static final class Context {
final GameTestHelper helper;
final ServerLevel level;
final SurfaceHydrology.Plan plan;
final RandomState random;
final DensityFunction natural;
final Map<Long, SurfaceHydrology.Cell> cells = new HashMap<>();
final Set<BlockPos> expectedWater = new HashSet<>();
final Map<Long, LevelChunk> chunks = new TreeMap<>();
final Set<Long> newlyForced = new HashSet<>();
BlockPos witness;
boolean witnessPlaced;
boolean allWaterChunksTicking;
int seams;
int caneBlocks;
Context(GameTestHelper helper) {
this.helper = helper;
level = helper.getLevel();
var generator = (NoiseBasedChunkGenerator) level.getChunkSource().getGenerator();
helper.assertTrue(HydrologyRuntime.enabled(generator), "Hydrology test requires the production wet preset");
plan = HydrologyRuntime.plan(level);
random = level.getChunkSource().randomState();
natural = generator.generatorSettings().value().noiseRouter().finalDensity();
}
void prepare() {
helper.assertTrue(!plan.features().isEmpty(), "Regression seed must exercise real surface water");
for (var feature : plan.features()) {
SanctuaryMod.LOGGER.info("Hydrology planned site: seed {}, {}, Y{}, start {}, {} water columns, {} path points",
level.getSeed(), feature.kind(), feature.waterY(), feature.path().getFirst(), feature.waterCells(), feature.path().size());
}
if (level.getSeed() == 0L) {
helper.assertTrue(plan.features().stream().anyMatch(feature -> feature.kind() == SurfaceHydrology.Kind.STREAM),
"The reference seed 0 must demonstrate a real stream, not only isolated ponds; see the logged planned sites");
}
Set<Long> requested = new HashSet<>();
for (var cell : plan.cells()) {
helper.assertTrue(cells.put(ChunkPos.pack(cell.x(), cell.z()), cell) == null,
"A plan must own each horizontal column exactly once");
if (cell.hasWater()) {
for (int y = cell.bedY() + 1; y <= cell.waterY(); y++) {
expectedWater.add(new BlockPos(cell.x(), y, cell.z()));
}
}
int cx = cell.x() >> 4;
int cz = cell.z() >> 4;
for (int dx = -1; dx <= 1; dx++) {
for (int dz = -1; dz <= 1; dz++) requested.add(ChunkPos.pack(cx + dx, cz + dz));
}
}
helper.assertTrue(!expectedWater.isEmpty(), "At least one generated water volume must be tested");
SanctuaryMod.LOGGER.info("Hydrology seed {}: preparing {} site and neighbour chunks for actual water inspection",
level.getSeed(), requested.size());
for (long packed : requested.stream().sorted().toList()) {
ChunkPos pos = ChunkPos.unpack(packed);
if (level.setChunkForced(pos.x(), pos.z(), true)) newlyForced.add(packed);
var chunk = level.getChunkSource().getChunk(pos.x(), pos.z(), ChunkStatus.FULL, true);
helper.assertTrue(chunk instanceof LevelChunk, "Hydrology inspection requires a decorated FULL chunk");
chunks.put(packed, (LevelChunk) chunk);
}
// Use one contained witness in the SAME simulation chunk as actual water. It proves
// that the island's fluids tick, rather than merely waiting beside the remote test grid.
BlockPos first = expectedWater.stream().min(Comparator.comparingInt((BlockPos pos) -> pos.getX())
.thenComparingInt(BlockPos::getZ).thenComparingInt(BlockPos::getY)).orElseThrow();
witness = new BlockPos((first.getX() >> 4) * 16 + 8, level.getMaxY() - 20,
(first.getZ() >> 4) * 16 + 8);
for (BlockPos position : expectedWater) {
for (Direction direction : List.of(Direction.EAST, Direction.SOUTH)) {
BlockPos next = position.relative(direction);
if (expectedWater.contains(next)
&& (position.getX() >> 4 != next.getX() >> 4 || position.getZ() >> 4 != next.getZ() >> 4)) seams++;
}
}
helper.assertTrue(seams > 0, "Regression seed must exercise a continuous water volume across a chunk seam");
SanctuaryMod.LOGGER.info("Hydrology seed {}: {} features, {} water blocks, {} FULL chunks including halo, {} seam adjacencies",
level.getSeed(), plan.features().size(), expectedWater.size(), chunks.size(), seams);
}
void verifyNaturalShellAndFinishedWater() {
for (var cell : plan.cells()) {
if (!cell.hasWater()) continue;
helper.assertTrue(cell.waterY() > cell.bedY() && cell.waterY() - cell.bedY() <= SurfaceHydrology.MAX_DEPTH,
"A surface basin must keep the declared shallow water depth");
helper.assertTrue(cell.carveTop() - cell.bedY() <= SurfaceHydrology.MAX_CARVE,
"Hydrology must not excavate a deep artificial chamber beneath the surface");
for (int depth = 0; depth < 3; depth++) {
int y = cell.bedY() - depth;
helper.assertTrue(sample(cell.x(), y, cell.z()) > 0,
"Water must retain three blocks of natural floor, without adding a liner at " + cell.x() + "," + y + "," + cell.z());
BlockPos floor = new BlockPos(cell.x(), y, cell.z());
helper.assertTrue(level.getBlockState(floor).isCollisionShapeFullBlock(level, floor),
"Generated water floor must remain solid after decoration and fluid ticks: " + floor);
}
for (int y = cell.bedY() + 1; y <= cell.waterY(); y++) {
BlockPos water = new BlockPos(cell.x(), y, cell.z());
helper.assertTrue(level.getFluidState(water).is(FluidTags.WATER) && level.getFluidState(water).isSource(),
"The planned water volume must exist as retained source water: " + water);
for (Direction direction : HORIZONTAL) {
BlockPos side = water.relative(direction);
if (expectedWater.contains(side)) continue;
helper.assertTrue(sample(side.getX(), side.getY(), side.getZ()) > 0,
"Every external underwater side must be supported by natural terrain: " + side);
helper.assertTrue(level.getBlockState(side).isCollisionShapeFullBlock(level, side),
"A decorated shore must not leave a hole in the three-dimensional water shell: " + side);
}
}
// The original density must have no roof above the explicitly carved surface.
// Leaves and branches from neighbouring trees may shade the water afterwards.
for (int y = cell.carveTop() + 1; y <= level.getMaxY(); y++) {
helper.assertTrue(sample(cell.x(), y, cell.z()) <= 0,
"A surface basin must not be a flooded underground chamber: " + cell.x() + "," + y + "," + cell.z());
}
}
for (var feature : plan.features()) {
if (feature.kind() != SurfaceHydrology.Kind.STREAM) continue;
helper.assertTrue(feature.path().size() > 1, "A stream needs a route connecting distinct surface locations");
double travelled = 0;
for (int i = 1; i < feature.path().size(); i++) {
var from = feature.path().get(i - 1);
var to = feature.path().get(i);
int length = Math.max(Math.abs(to.x() - from.x()), Math.abs(to.z() - from.z()));
helper.assertTrue(length > 0, "A stream route must advance between consecutive points");
helper.assertTrue(from.x() == to.x() || from.z() == to.z()
|| Math.abs(to.x() - from.x()) == Math.abs(to.z() - from.z()),
"Stream control points must be joined by cardinal or diagonal steps");
travelled += Math.hypot(to.x() - from.x(), to.z() - from.z());
BlockPos previous = null;
for (int step = 0; step <= length; step++) {
BlockPos p = new BlockPos(from.x() + (to.x() - from.x()) * step / length,
feature.waterY(), from.z() + (to.z() - from.z()) * step / length);
helper.assertTrue(expectedWater.contains(p) && level.getFluidState(p).is(FluidTags.WATER),
"The real stream must form an uninterrupted water route across chunk boundaries: " + p);
var column = plan.cellAt(p.getX(), p.getZ());
helper.assertTrue(column != null && column.waterY() == feature.waterY(),
"This stream contract has one constant water level along its whole route");
if (previous != null && p.getX() != previous.getX() && p.getZ() != previous.getZ()) {
BlockPos bridgeX = new BlockPos(p.getX(), p.getY(), previous.getZ());
BlockPos bridgeZ = new BlockPos(previous.getX(), p.getY(), p.getZ());
helper.assertTrue(expectedWater.contains(bridgeX) && level.getFluidState(bridgeX).is(FluidTags.WATER)
|| expectedWater.contains(bridgeZ) && level.getFluidState(bridgeZ).is(FluidTags.WATER),
"Diagonal route steps need actual cardinal water connectivity, not only touching corners");
}
previous = p;
}
}
var first = feature.path().getFirst();
var last = feature.path().getLast();
helper.assertTrue(travelled >= 24 && Math.hypot(last.x() - first.x(), last.z() - first.z()) >= 16,
"A demonstrated stream must have at least 24 blocks of route between locations at least 16 blocks apart");
}
}
void verifyAllObservedWaterIsPlanned() {
int[] observed = {0};
int[] cane = {0};
for (LevelChunk chunk : chunks.values()) {
chunk.findBlocks(state -> state.getFluidState().is(FluidTags.WATER) || state.is(Blocks.SUGAR_CANE), (pos, state) -> {
if (state.getFluidState().is(FluidTags.WATER)) {
helper.assertTrue(expectedWater.contains(pos),
"Water escaped its declared surface volume, possibly through a chunk seam or toward the void: " + pos);
observed[0]++;
}
if (state.is(Blocks.SUGAR_CANE)) {
helper.assertTrue(state.canSurvive(level, pos), "Generated shore sugar cane must survive at " + pos);
cane[0]++;
}
});
}
helper.assertTrue(observed[0] == expectedWater.size(), "Observed water must account for every planned water block");
caneBlocks = cane[0];
}
void startFluidWitness() {
helper.assertTrue(level.shouldTickBlocksAt(witness), "The witness and its water-site chunk must actually tick");
for (int dx = -1; dx <= 1; dx++) {
for (int dz = -1; dz <= 1; dz++) {
for (int dy = -4; dy <= 0; dy++) {
BlockPos p = witness.offset(dx, dy, dz);
helper.assertTrue(level.getBlockState(p).isAir(), "The temporary simulation witness must use empty test space");
}
}
}
witnessPlaced = true;
for (int dx = -1; dx <= 1; dx++) {
for (int dz = -1; dz <= 1; dz++) {
for (int dy = -4; dy <= 0; dy++) {
if (dx != 0 || dz != 0 || dy == -4) level.setBlock(witness.offset(dx, dy, dz), Blocks.STONE.defaultBlockState(), 3);
}
}
}
level.setBlock(witness, Blocks.WATER.defaultBlockState(), 3);
helper.assertTrue(level.getFluidState(witness.below()).isEmpty(), "Witness starts with an empty cell below its source");
level.scheduleTick(witness, Fluids.WATER, 1);
for (BlockPos water : expectedWater) {
helper.assertTrue(level.shouldTickBlocksAt(water), "Every actual water-site chunk must be simulated: " + water);
level.scheduleTick(water, Fluids.WATER, 1);
}
allWaterChunksTicking = true;
}
void verifyFluidWitnessAndRemoveIt() {
try {
helper.assertTrue(level.getFluidState(witness.below()).is(FluidTags.WATER),
"Real fluid simulation must move the witness water down inside the forced island chunk");
SanctuaryMod.LOGGER.info("Hydrology seed {}: fluid tick witness passed at {}", level.getSeed(), witness);
} finally {
removeWitness();
}
}
void removeWitness() {
if (!witnessPlaced) return;
// Empty the fluid column before opening its walls, keeping the test fixture contained.
for (int dy = 0; dy >= -3; dy--) level.setBlock(witness.offset(0, dy, 0), Blocks.AIR.defaultBlockState(), 3);
for (int dx = -1; dx <= 1; dx++) {
for (int dz = -1; dz <= 1; dz++) {
for (int dy = -4; dy <= 0; dy++) level.setBlock(witness.offset(dx, dy, dz), Blocks.AIR.defaultBlockState(), 3);
}
}
witnessPlaced = false;
}
void cleanup() {
removeWitness();
for (long packed : newlyForced) {
ChunkPos chunk = ChunkPos.unpack(packed);
level.setChunkForced(chunk.x(), chunk.z(), false);
}
}
float sample(int x, int y, int z) {
return random.sampleBlockValueUncached(natural, x, y, z);
}
void export(String phase) throws IOException {
Path directory = Path.of("diagnostics");
Files.createDirectories(directory);
String stem = "surface-hydrology-seed-" + level.getSeed() + "-" + phase;
Map<String, Object> report = new LinkedHashMap<>();
report.put("seed", level.getSeed());
report.put("phase", phase);
report.put("actual_water_blocks", expectedWater.size());
report.put("actual_cane_blocks", caneBlocks);
report.put("checked_chunk_seam_adjacencies", seams);
report.put("all_water_site_chunks_confirmed_ticking", allWaterChunksTicking);
report.put("inspected_full_chunks", chunks.values().stream().map(chunk ->
Map.of("x", chunk.getPos().x(), "z", chunk.getPos().z())).toList());
report.put("features", plan.features());
report.put("shore_diagnostics_by_feature", shoreDiagnostics());
report.put("planned_columns", plan.cells());
report.put("scope", "actual blocks in completed site chunks and a one-chunk halo; uninspected map cells remain blank");
Files.writeString(directory.resolve(stem + ".json"), new GsonBuilder().setPrettyPrinting().create().toJson(report) + "\n");
exportMap(directory.resolve(stem + ".png"), phase);
}
Map<Long, Map<String, Object>> shoreDiagnostics() {
Map<Long, Map<String, Object>> result = new LinkedHashMap<>();
for (var feature : plan.features()) {
int dryBanks = 0;
int banksAtWaterLevel = 0;
int baseCanSurvive = 0;
int unobstructedBases = 0;
int viableUnobstructedBases = 0;
int actualCane = 0;
for (var cell : plan.cells()) {
if (cell.featureId() != feature.id() || cell.hasWater()) continue;
dryBanks++;
if (cell.bedY() == feature.waterY()) banksAtWaterLevel++;
BlockPos base = new BlockPos(cell.x(), cell.bedY() + 1, cell.z());
boolean viable = Blocks.SUGAR_CANE.defaultBlockState().canSurvive(level, base);
boolean clear = level.getBlockState(base).isAir() || level.getBlockState(base).is(Blocks.SUGAR_CANE);
if (viable) baseCanSurvive++;
if (clear) unobstructedBases++;
if (viable && clear) viableUnobstructedBases++;
for (int height = 0; height < 4; height++) {
if (level.getBlockState(base.above(height)).is(Blocks.SUGAR_CANE)) actualCane++;
else break;
}
}
result.put(feature.id(), Map.of("kind", feature.kind().name(), "water_y", feature.waterY(),
"dry_bank_columns", dryBanks, "bank_surface_at_water_level", banksAtWaterLevel,
"bases_where_cane_can_survive", baseCanSurvive, "unobstructed_bases", unobstructedBases,
"viable_unobstructed_bases", viableUnobstructedBases,
"actual_cane_blocks_on_planned_banks", actualCane));
}
return result;
}
void exportMap(Path output, String phase) throws IOException {
int minX = chunks.values().stream().mapToInt(chunk -> chunk.getPos().getMinBlockX()).min().orElseThrow();
int maxX = chunks.values().stream().mapToInt(chunk -> chunk.getPos().getMaxBlockX()).max().orElseThrow();
int minZ = chunks.values().stream().mapToInt(chunk -> chunk.getPos().getMinBlockZ()).min().orElseThrow();
int maxZ = chunks.values().stream().mapToInt(chunk -> chunk.getPos().getMaxBlockZ()).max().orElseThrow();
int scale = Math.max(1, Math.min(3, 1000 / Math.max(maxX - minX + 1, maxZ - minZ + 1)));
int width = (maxX - minX + 1) * scale;
int height = (maxZ - minZ + 1) * scale;
BufferedImage image = new BufferedImage(Math.max(width + 40, 920), height + 110, BufferedImage.TYPE_INT_RGB);
Graphics2D graphics = image.createGraphics();
graphics.setColor(new Color(0xF0F0EC));
graphics.fillRect(0, 0, image.getWidth(), image.getHeight());
graphics.setColor(new Color(0x17222C));
graphics.setFont(new Font(Font.SANS_SERIF, Font.BOLD, 17));
graphics.drawString("Actual FULL chunks | seed " + level.getSeed() + " | " + phase, 20, 24);
graphics.setFont(new Font(Font.SANS_SERIF, Font.PLAIN, 12));
graphics.drawString("Water blue; sand gold; clay teal; gravel brown; cane bright green; terrain height grey. Canopy skipped.", 20, 45);
graphics.drawString("Not a Minecraft render. X=" + minX + ".." + maxX + ", Z=" + minZ + ".." + maxZ
+ ". Dark blue = void; dark brown = not inspected; faint lines = chunk seams.", 20, 63);
BlockPos.MutableBlockPos position = new BlockPos.MutableBlockPos();
for (int x = minX; x <= maxX; x++) {
for (int z = minZ; z <= maxZ; z++) {
LevelChunk chunk = chunks.get(ChunkPos.pack(x >> 4, z >> 4));
int color = 0x3A3030;
if (chunk != null) {
color = 0x142738;
for (int y = chunk.getHeight(Heightmap.Types.WORLD_SURFACE, x, z); y >= level.getMinY(); y--) {
position.set(x, y, z);
BlockState state = chunk.getBlockState(position);
if (state.getFluidState().is(FluidTags.WATER)) { color = 0x207BD4; break; }
if (state.is(Blocks.SUGAR_CANE)) { color = 0x7AFF38; break; }
if (state.is(Blocks.SAND)) { color = 0xD5B668; break; }
if (state.is(Blocks.CLAY)) { color = 0x6D9FAD; break; }
if (state.is(Blocks.GRAVEL)) { color = 0x9B8878; break; }
if (state.isAir() || state.is(BlockTags.LEAVES) || state.is(BlockTags.LOGS)
|| state.getCollisionShape(level, position).isEmpty()) continue;
int value = 40 + Math.clamp(y, 0, level.getHeight()) * 180 / level.getHeight();
color = value << 16 | value << 8 | value;
break;
}
}
graphics.setColor(new Color(color));
graphics.fillRect(20 + (x - minX) * scale, 80 + (z - minZ) * scale, scale, scale);
}
}
graphics.setColor(new Color(255, 255, 255, 35));
for (int x = minX; x <= maxX; x += 16) graphics.drawLine(20 + (x - minX) * scale, 80, 20 + (x - minX) * scale, 80 + height);
for (int z = minZ; z <= maxZ; z += 16) graphics.drawLine(20, 80 + (z - minZ) * scale, 20 + width, 80 + (z - minZ) * scale);
graphics.dispose();
ImageIO.write(image, "png", output.toFile());
}
}
}
@@ -1,140 +0,0 @@
package fr.koka.sanctuary.gametest;
import com.google.gson.GsonBuilder;
import fr.koka.sanctuary.SanctuaryMod;
import fr.koka.sanctuary.worldgen.ExactInterpolationChecks;
import fr.koka.sanctuary.worldgen.ExactInterpolationSampler;
import fr.koka.sanctuary.worldgen.IslandCapacity;
import fr.koka.sanctuary.worldgen.PopulationIslandDensity;
import java.nio.file.Files;
import java.nio.file.Path;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
import java.util.Random;
import java.util.concurrent.Callable;
import java.util.concurrent.Executors;
import net.minecraft.core.registries.Registries;
import net.minecraft.gametest.framework.GameTestHelper;
import net.minecraft.resources.ResourceKey;
import net.minecraft.world.level.levelgen.RandomState;
import net.minecraft.world.level.levelgen.densityfunction.DensityBuffer;
import net.minecraft.world.level.levelgen.densityfunction.DensitySampler;
import net.minecraft.world.level.levelgen.densityfunction.DensityVolume;
import net.minecraft.world.level.levelgen.densityfunction.SamplerContext;
/** Compares production against the frozen alpha.10 implementation; no chunks are created. */
final class PopulationDensityEquivalenceDiagnostics {
private record Pair(int players, long seed, DensitySampler reference, DensitySampler actual) {}
static void verify(GameTestHelper helper) throws Exception {
Map<String, Object> adversarial = ExactInterpolationChecks.verify();
var registries = helper.getLevel().registryAccess();
var noises = registries.lookupOrThrow(Registries.NOISE);
var densities = registries.lookupOrThrow(Registries.DENSITY_FUNCTION);
var settings = registries.lookupOrThrow(Registries.NOISE_SETTINGS);
List<Map<String, Object>> reports = new ArrayList<>();
List<Pair> pairs = new ArrayList<>();
for (int players : new int[]{5, 10, 20, 100}) {
var key = SanctuaryMod.id("population_" + players);
var registered = densities.getOrThrow(ResourceKey.create(Registries.DENSITY_FUNCTION, key)).value();
helper.assertTrue(registered instanceof PopulationIslandDensity, "Compare the real registered Population density");
var density = (PopulationIslandDensity) registered;
helper.assertTrue(ExactInterpolationSampler.supportsTerrain(density.terrain()),
"The shipped coordinate-only terrain must actually use the exact cache, not the fallback");
var reference = new Alpha10PopulationDensityReference(density.terrain(), density.distortion(), density.sculpt(),
density.detail(), density.underside(), density.riftWarp(), density.riftDetail(), density.capacity());
for (long seed : new long[]{0, 42, 8675309}) {
var state = RandomState.create(noises, seed,
settings.getOrThrow(ResourceKey.create(Registries.NOISE_SETTINGS, key)).value());
var pair = new Pair(players, seed, state.getSampler(reference), state.getSampler(density));
pairs.add(pair);
SamplerContext context = SamplerContext.builder().enableCaches().build();
long comparisons = 0, digest = 0xcbf29ce484222325L;
for (var volume : volumes(IslandCapacity.fromPlayers(players))) {
DensityBuffer expected = DensityBuffer.createUnpooled(volume.size());
DensityBuffer actual = DensityBuffer.createUnpooled(volume.size());
pair.reference().sampleVolume(SamplerContext.EMPTY_UNCACHED, expected, volume);
pair.actual().sampleVolume(context, actual, volume);
for (int z = 0; z < volume.sizeZ(); z++) for (int x = 0; x < volume.sizeX(); x++) for (int y = 0; y < volume.sizeY(); y++) {
int index = volume.indexUnchecked(x, y, z);
int wx = volume.blockX(x), wy = volume.blockY(y), wz = volume.blockZ(z);
same(pair, expected.get(index), actual.get(index), wx, wy, wz, "bulk");
same(pair, expected.get(index), pair.actual().sampleValue(context, wx, wy, wz), wx, wy, wz, "scalar after bulk");
comparisons += 2;
digest = (digest ^ Float.floatToRawIntBits(expected.get(index))) * 0x100000001b3L;
}
}
Random order = new Random(seed ^ players);
int limit = density.capacity().terrainLimit();
for (int i = 0; i < 512; i++) {
int x = order.nextInt(limit * 2 + 33) - limit - 16;
int y = order.nextInt(400) - 8;
int z = order.nextInt(limit * 2 + 33) - limit - 16;
float expected = pair.reference().sampleValue(SamplerContext.EMPTY_UNCACHED, x, y, z);
same(pair, expected, pair.actual().sampleValue(SamplerContext.EMPTY_UNCACHED, x, y, z), x, y, z, "uncached context");
same(pair, expected, pair.actual().sampleValue(context, x, y, z), x, y, z, "context switch");
comparisons += 2;
}
reports.add(Map.of("players", players, "seed", seed, "bitwise_comparisons", comparisons,
"reference_density_digest", Long.toUnsignedString(digest, 16), "optimized_path_supported", true));
SanctuaryMod.LOGGER.info("Exact density equivalence: players {}, seed {}, {} bitwise comparisons", players, seed, comparisons);
}
}
long concurrentComparisons = 0;
try (var executor = Executors.newFixedThreadPool(3)) {
List<Callable<Long>> tasks = new ArrayList<>();
for (int worker = 0; worker < 3; worker++) {
int id = worker;
tasks.add(() -> {
long count = 0;
SamplerContext local = SamplerContext.builder().enableCaches().build();
// All workers share the same samplers and alternate worlds/seeds.
// Only their scratch buffers and sampler contexts are thread-local.
for (int round = 0; round < 3; round++) for (var pair : pairs) {
var volume = new DensityVolume(9, 17, 7, -13 + id, 89 + round, -7 - id);
DensityBuffer actual = DensityBuffer.createUnpooled(volume.size());
pair.actual().sampleVolume(local, actual, volume);
for (int z = 0; z < volume.sizeZ(); z++) for (int x = 0; x < volume.sizeX(); x++) for (int y = 0; y < volume.sizeY(); y++) {
int wx = volume.blockX(x), wy = volume.blockY(y), wz = volume.blockZ(z);
same(pair, pair.reference().sampleValue(local, wx, wy, wz),
actual.get(volume.indexUnchecked(x, y, z)), wx, wy, wz, "concurrent bulk");
count++;
}
}
return count;
});
}
for (var result : executor.invokeAll(tasks)) concurrentComparisons += result.get();
}
Path report = Path.of("diagnostics", "population-alpha10-density-equivalence.json");
Files.createDirectories(report.getParent());
Files.writeString(report, new GsonBuilder().setPrettyPrinting().create().toJson(Map.of(
"reference_commit", "a26b72f", "reference_source_sha256", "fcc5a8a39b7c4d181d74ce4f9183a1ca93646137955ac64bab9d22e6db0752a1",
"comparison", "Float.floatToRawIntBits; no tolerance", "profiles", reports, "adversarial", adversarial,
"concurrent_comparisons", concurrentComparisons, "concurrent_workers", 3, "passed", true,
"scope", "Real compiled scalar/bulk densities, 4 capacities x 3 seeds (5/20/100 compatibility and new10 using the same parameterized algorithm), signed coordinates, region/coast/height boundaries, context switches and concurrency; no block changes")) + "\n");
}
private static List<DensityVolume> volumes(IslandCapacity capacity) {
int limit = capacity.terrainLimit(), middle = (int) capacity.radius() / 2;
return List.of(
new DensityVolume(16, 384, 16, -8, 0, -8),
new DensityVolume(19, 11, 17, -263, 61, -259),
new DensityVolume(17, 17, 17, 249, 124, 249),
new DensityVolume(13, 21, 11, 761, 167, -9),
new DensityVolume(13, 21, 11, -775, 103, 503),
new DensityVolume(17, 49, 5, limit - 12, 96, -2),
new DensityVolume(17, 49, 5, -limit - 4, 96, -2),
new DensityVolume(12, 33, 12, middle - 7, 90, -middle / 2 - 5),
new DensityVolume(5, 13, 5, -2, -4, -2),
new DensityVolume(5, 13, 5, -2, 378, -2),
new DensityVolume(9, 13, 7, -257, 61, -9, 3, 5, 2));
}
private static void same(Pair pair, float expected, float actual, int x, int y, int z, String phase) {
if (Float.floatToRawIntBits(expected) != Float.floatToRawIntBits(actual))
throw new AssertionError("Density changed from alpha10 in " + phase + ": players=" + pair.players() + ", seed=" + pair.seed()
+ ", position=" + x + "," + y + "," + z + ", expected=" + Float.toHexString(expected) + ", actual=" + Float.toHexString(actual));
}
}
@@ -1,613 +0,0 @@
package fr.koka.sanctuary.gametest;
import com.google.gson.GsonBuilder;
import fr.koka.sanctuary.SanctuaryMod;
import fr.koka.sanctuary.worldgen.*;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.core.registries.BuiltInRegistries;
import net.minecraft.core.registries.Registries;
import net.minecraft.gametest.framework.GameTestHelper;
import net.minecraft.resources.ResourceKey;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.tags.BlockTags;
import net.minecraft.tags.FluidTags;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.ChunkPos;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.MultifaceBlock;
import net.minecraft.world.level.block.state.properties.BlockStateProperties;
import net.minecraft.world.level.chunk.LevelChunk;
import net.minecraft.world.level.chunk.status.ChunkStatus;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.RandomState;
import net.minecraft.world.level.block.state.BlockState;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
import java.util.*;
/** Bounded engine probes at the centre AND in newly available terrain. No whole-island scan. */
public final class PopulationDiagnostics {
public static int regionsAtInitialSpawn;
private static final Direction[] HORIZONTAL = {Direction.NORTH, Direction.SOUTH, Direction.EAST, Direction.WEST};
private PopulationDiagnostics() {}
static void verifyLegacyIsolation(GameTestHelper helper) {
var level = helper.getLevel();
var generator = (NoiseBasedChunkGenerator) level.getChunkSource().getGenerator();
var capacity = IslandCapacity.forGenerator(generator);
helper.assertTrue(capacity != null && capacity.players() == Integer.getInteger("sanctuary.test.players", 10),
"The engine must create the requested production world preset");
helper.assertFalse(HydrologyRuntime.enabled(generator) || NaturalHydrologyRuntime.enabled(generator)
|| LayeredHydrologyRuntime.enabled(generator) || WoodlandHydrologyRuntime.enabled(generator)
|| RiftHydrologyRuntime.enabled(generator) || CavernHydrologyRuntime.enabled(generator),
"Only the population hydrology pipeline may run with the new settings");
var settings = level.registryAccess().lookupOrThrow(Registries.NOISE_SETTINGS);
for (var key : List.of(SanctuarySpawn.SETTINGS, SanctuarySpawn.RAISED_SETTINGS, SanctuarySpawn.HYDROLOGY_SETTINGS,
SanctuarySpawn.NATURAL_SETTINGS, SanctuarySpawn.LAYERED_SETTINGS, SanctuarySpawn.WOODLAND_SETTINGS,
SanctuarySpawn.RIFT_SETTINGS, SanctuarySpawn.CAVERN_SETTINGS)) {
var old = new NoiseBasedChunkGenerator(generator.getBiomeSource(), settings.getOrThrow(key));
helper.assertFalse(PopulationHydrologyRuntime.enabled(old), "A saved settings key must stay isolated: " + key);
helper.assertFalse(new PopulationGrovesFeature().place(level, old, RandomSource.create(0), BlockPos.ZERO),
"New trees must refuse older saved worlds");
helper.assertFalse(new PopulationDecorationsFeature().place(level, old, RandomSource.create(0), BlockPos.ZERO),
"New cave decorations must refuse older saved worlds");
}
helper.assertTrue(generator.getBiomeSource() instanceof PopulationIslandBiomeSource,
"The biome palette must use the new versioned resource family");
helper.assertTrue(generator.getBiomeSource().possibleBiomes().size() == 10
&& generator.getBiomeSource().possibleBiomes().stream().allMatch(b -> b.getRegisteredName().startsWith("sanctuary:population_")),
"All ten layers of the ecology must remain available at each capacity");
}
static void verifyDensity(GameTestHelper helper) throws IOException {
var level = helper.getLevel();
var generator = (NoiseBasedChunkGenerator) level.getChunkSource().getGenerator();
var capacity = IslandCapacity.forGenerator(generator);
var density = level.registryAccess().lookupOrThrow(Registries.DENSITY_FUNCTION).getOrThrow(
ResourceKey.create(Registries.DENSITY_FUNCTION, SanctuaryMod.id("population_" + capacity.players()))).value();
helper.assertTrue(density instanceof PopulationIslandDensity, "Inspect the actual compiled population density");
var island = (PopulationIslandDensity) density;
helper.assertTrue(island.capacity() == capacity, "Noise settings and density must agree on saved capacity");
var random = level.getChunkSource().randomState();
var replay = RandomState.create(level.registryAccess().lookupOrThrow(Registries.NOISE), level.getSeed(), generator.generatorSettings().value());
int step = Math.max(8, (int) Math.ceil(capacity.terrainLimit() / 32.0));
int extent = (int) Math.ceil(capacity.terrainLimit() / (double) step) * step;
int solidColumns = 0, outerColumns = 0, emptyColumns = 0;
List<int[]> landCoordinates = new ArrayList<>();
Set<Integer> bottomHeights = new TreeSet<>();
StringBuilder map = new StringBuilder("x,z,bottom_y,top_y\n");
for (int x = -extent; x <= extent; x += step) for (int z = -extent; z <= extent; z += step) {
int bottom = -1, top = -1;
for (int y = 8; y < 384; y += 8) {
float value = random.sampleBlockValueUncached(density, x, y, z);
float raw = random.sampleBlockValueUncached(island.terrain(), x, y - 64, z);
helper.assertTrue(Float.isFinite(value), "Density remains finite at every sampled position");
helper.assertTrue(value <= 0 || raw > 0, "Enlarging the envelope must never invent terrain inside natural holes");
if (value > 0) { if (bottom < 0) bottom = y; top = y; }
if (x % (step * 8) == 0 && z % (step * 8) == 0)
helper.assertTrue(Float.floatToIntBits(value) == Float.floatToIntBits(replay.sampleBlockValueUncached(density, x, y, z)),
"Seed and capacity must replay identically without depending on region request order");
}
if (top >= 0) {
solidColumns++;
landCoordinates.add(new int[]{x, z});
bottomHeights.add(bottom);
if (Math.hypot(x, z) > IslandShape.TERRAIN_LIMIT + 16) outerColumns++;
helper.assertTrue(Math.hypot(x, z) < capacity.terrainLimit(), "Terrain stays inside its finite declared boundary");
} else emptyColumns++;
map.append(x).append(',').append(z).append(',').append(bottom).append(',').append(top).append('\n');
}
helper.assertTrue(solidColumns > 100 && emptyColumns > 100 && bottomHeights.size() >= 4,
"The sampled island must contain natural masses, holes and a varied underside");
int additionalColumns = 0;
if (capacity == IslandCapacity.TEN) {
var small = level.registryAccess().lookupOrThrow(Registries.DENSITY_FUNCTION).getOrThrow(
ResourceKey.create(Registries.DENSITY_FUNCTION, SanctuaryMod.id("population_5"))).value();
for (int[] coordinate : landCoordinates) {
boolean presentInSmall = false;
for (int y = 8; y < 384 && !presentInSmall; y += 8)
presentInSmall = random.sampleBlockValueUncached(small, coordinate[0], y, coordinate[1]) > 0;
if (!presentInSmall) additionalColumns++;
}
helper.assertTrue(additionalColumns > 0,
"Large must add real land columns compared with Small on the same seed and sample grid");
} else helper.assertTrue(capacity.players() == 5 ? outerColumns == 0 : outerColumns > 100,
"The historical large capacities must contain land beyond the old island boundary");
Path directory = Path.of("diagnostics");
Files.createDirectories(directory);
String prefix = "population-" + capacity.players() + "-seed-" + level.getSeed();
Files.writeString(directory.resolve(prefix + "-density.csv"), map.toString());
Files.writeString(directory.resolve(prefix + "-density.json"), json(Map.of("players", capacity.players(),
"seed", level.getSeed(), "step", step, "solid_columns", solidColumns, "empty_columns", emptyColumns,
"solid_columns_beyond_old_boundary", outerColumns, "underside_heights", bottomHeights,
"scope", "sparse actual density samples; no resource extrapolation", "passed", true,
"additional_columns_vs_small", capacity == IslandCapacity.TEN ? additionalColumns : -1)));
SanctuaryMod.LOGGER.info("Capacity {} density seed {}: {} land columns, {} beyond the old envelope",
capacity.players(), level.getSeed(), solidColumns, outerColumns);
}
static void verifyExterior(GameTestHelper helper) {
var level = helper.getLevel();
var capacity = IslandCapacity.forGenerator(level.getChunkSource().getGenerator());
int edge = Math.floorDiv(capacity.terrainLimit() + 48, 16) + 1;
for (int[] point : new int[][]{{edge,0},{-edge-1,0},{0,edge},{0,-edge-1},{256,0},{-257,0}}) {
var chunk = full(helper, level, point[0], point[1]);
for (var section : chunk.getSections()) helper.assertTrue(section.hasOnlyAir(),
"Completed terrain and decoration must remain void beyond this capacity: " + chunk.getPos());
}
}
static void verifyLowerMargin(GameTestHelper helper) {
var level = helper.getLevel();
for (int[] point : new int[][]{{0,0},{-8,0},{8,0},{0,-8},{0,8}}) {
var chunk = full(helper, level, point[0], point[1]);
for (int x = 0; x < 16; x++) for (int z = 0; z < 16; z++) for (int y = 0; y < 16; y++) {
var pos = new BlockPos(point[0]*16+x, y, point[1]*16+z);
var block = chunk.getBlockState(pos);
helper.assertTrue(block.isAir() || block.getFluidState().is(FluidTags.WATER) || block.getFluidState().is(FluidTags.LAVA),
"The increased horizontal size must not add a lower floor: " + pos);
}
}
}
static void start(GameTestHelper helper) throws IOException {
var context = new Context(helper);
try { context.prepare(); }
catch (RuntimeException | Error | IOException e) { context.cleanup(); throw e; }
helper.onEachTick(() -> {
try { context.tick(); }
catch (RuntimeException | Error e) { context.cleanup(); throw e; }
});
}
private static final class Context {
final GameTestHelper helper;
final ServerLevel level;
final NoiseBasedChunkGenerator generator;
final IslandCapacity capacity;
final List<PopulationHydrologyRuntime.RegionPlan> regions = new ArrayList<>();
final Map<Long, LevelChunk> chunks = new TreeMap<>();
final Set<Long> forced = new HashSet<>();
final Set<BlockPos> expectedWater = new HashSet<>();
final Map<BlockPos, PopulationHydrology.Cell> selectedCells = new LinkedHashMap<>();
final Map<BlockPos, BlockState> naturalLogs = new HashMap<>();
final Set<BlockPos> declaredWater = new HashSet<>();
final Set<BlockPos> expectedLava = new HashSet<>();
final Set<BlockPos> lavaSupports = new HashSet<>();
final List<PopulationLavaDeposit.Cell> pocketCells = new ArrayList<>();
final List<PopulationLavaFlows.Fall> lavaFalls = new ArrayList<>();
final List<Map<String,Object>> flowReports = new ArrayList<>();
int reentryWitnesses;
final List<PopulationHydrology.Spring> springs = new ArrayList<>();
final List<PopulationHydrology.Spill> spills = new ArrayList<>();
final List<Map<String,Object>> regionReports = new ArrayList<>();
long startTime;
boolean running, closed;
Context(GameTestHelper helper) {
this.helper = helper; level = helper.getLevel();
generator = (NoiseBasedChunkGenerator) level.getChunkSource().getGenerator();
capacity = IslandCapacity.forGenerator(generator);
}
void prepare() throws IOException {
helper.assertTrue(regionsAtInitialSpawn > 0 && regionsAtInitialSpawn <= 4,
"Initial spawn must plan only nearby regions, not materialize the large island: " + regionsAtInitialSpawn);
List<IslandCapacity.Region> targets = new ArrayList<>();
targets.add(new IslandCapacity.Region(0,0));
if (capacity.players() == 20) targets.add(new IslandCapacity.Region(1,0));
if (capacity.players() == 100) {
targets.add(new IslandCapacity.Region(1,1));
targets.add(new IslandCapacity.Region(2,0));
}
Set<Long> requested = new TreeSet<>();
for (var target : targets) {
SanctuaryMod.LOGGER.info("Capacity {}: inspecting hydrology in region {}", capacity.players(), target);
var region = PopulationHydrologyRuntime.regionPlan(generator, level.getChunkSource().randomState(), target);
regions.add(region);
var plan = region.water();
checkOwnership(region);
var ids = new HashSet<Long>();
plan.features().stream().filter(f -> f.kind() == PopulationHydrology.Kind.LAKE || f.kind() == PopulationHydrology.Kind.POND)
.max(Comparator.comparingInt(PopulationHydrology.Feature::waterCells)).ifPresent(f -> ids.add(f.id()));
if (!plan.terraces().isEmpty()) ids.addAll(plan.terraces().getFirst().basinIds());
if (ids.isEmpty()) plan.features().stream().findFirst().ifPresent(f -> ids.add(f.id()));
for (var cell : plan.cells()) if (ids.contains(cell.featureId())) {
selectedCells.put(new BlockPos(cell.x(), cell.bedY(), cell.z()), cell);
request(requested, cell.x() >> 4, cell.z() >> 4, 1);
if (cell.hasWater()) for (int y = cell.bedY()+1; y <= cell.waterY(); y++) expectedWater.add(new BlockPos(cell.x(),y,cell.z()));
}
for (var spill : plan.spills()) if (ids.contains(spill.fromFeatureId())) {
spills.add(spill); request(requested, spill.flowBounds());
}
if (!plan.springs().isEmpty()) {
var spring = plan.springs().getFirst(); springs.add(spring);
request(requested, spring.flowBounds()); expectedWater.add(pos(spring.source()));
}
// Inspect the finite pocket and at most one volcanic fall per selected region.
var lava = region.lava();
Set<BlockPos> allFallSources = new HashSet<>(), allFallSupports = new HashSet<>();
for (var fall : lava.falls()) {
allFallSources.add(lavaPos(fall.source()));
fall.supports().forEach(p -> allFallSupports.add(lavaPos(p)));
}
for (var cell : lava.cells()) {
BlockPos p = new BlockPos(cell.x(), cell.y(), cell.z());
if (allFallSources.contains(p)) continue;
pocketCells.add(cell);
request(requested, cell.x() >> 4, cell.z() >> 4, 1);
if (cell.lava()) expectedLava.add(p);
}
for (var support : lava.supports()) if (!allFallSupports.contains(lavaPos(support))) {
lavaSupports.add(lavaPos(support));
request(requested, support.x() >> 4, support.z() >> 4, 1);
}
if (!lava.falls().isEmpty()) {
var fall = lava.falls().getFirst(); lavaFalls.add(fall);
request(requested, fall.flowBounds()); expectedLava.add(lavaPos(fall.source()));
fall.supports().forEach(p -> lavaSupports.add(lavaPos(p)));
}
// A small, independently selected patch proves full ecology beyond the former radius.
int ox = target.originX(), oz = target.originZ();
int bestX = ox, bestZ = oz; int highest = -1;
for (int dx = -144; dx <= 144; dx += 48) for (int dz = -144; dz <= 144; dz += 48) {
int x = ox+dx, z=oz+dz;
int top = generator.getBaseHeight(x,z,net.minecraft.world.level.levelgen.Heightmap.Types.WORLD_SURFACE,
level,level.getChunkSource().randomState());
if (top > highest) { highest=top; bestX=x; bestZ=z; }
}
helper.assertTrue(highest > 48, "Every inspected region must contain real natural terrain");
request(requested, bestX >> 4, bestZ >> 4, 2);
regionReports.add(new LinkedHashMap<>(Map.of("region_x",target.x(),"region_z",target.z(),
"planned_features",plan.features().size(),"planned_cells",plan.cells().size(),
"planned_springs",plan.springs().size(),"planned_terraces",plan.terraces().size(),
"ecology_patch_x",bestX,"ecology_patch_z",bestZ)));
}
helper.assertTrue(!expectedWater.isEmpty(), "The test must inspect retained production water");
if (capacity.players() > 10) helper.assertTrue(regions.stream().skip(1).anyMatch(r -> !r.water().cells().isEmpty()),
"Hydrology must occur on newly available terrain, not only around the old central island");
SanctuaryMod.LOGGER.info("Capacity {}: preparing {} bounded FULL chunks",capacity.players(),requested.size());
for (long packed : requested) {
var p=ChunkPos.unpack(packed);
if (level.setChunkForced(p.x(),p.z(),true)) forced.add(packed);
}
for (long packed : requested) {
var p=ChunkPos.unpack(packed); chunks.put(packed,full(helper,level,p.x(),p.z()));
}
for (long packed : requested) level.waitForEntities(ChunkPos.unpack(packed),0);
declaredWater.addAll(expectedWater);
captureNaturalLogs();
captureEcology();
export(false,0);
}
void checkOwnership(PopulationHydrologyRuntime.RegionPlan region) {
var owner=region.region(); var plan=region.water();
Set<Long> ids=new HashSet<>();
for(var feature:plan.features()) helper.assertTrue(ids.add(feature.id()),"Feature IDs must be unique within a region");
for(var cell:plan.cells()) {
helper.assertTrue(cell.x()>=owner.minX() && cell.x()<=owner.maxX() && cell.z()>=owner.minZ() && cell.z()<=owner.maxZ(),
"Hydrology must never be truncated at or written across region ownership: "+cell);
helper.assertTrue(ids.contains(cell.featureId()),"Each retained cell needs its complete owning feature");
for(int y=cell.bedY()-cell.sedimentDepth()-1;y<=cell.bedY();y++)
helper.assertTrue(level.getChunkSource().randomState().sampleBlockValueUncached(
generator.generatorSettings().value().noiseRouter().finalDensity(),cell.x(),y,cell.z())>0,
"Regional translation must retain the real natural support below sediment: "+cell);
}
for(var terrace:plan.terraces()) helper.assertTrue(ids.containsAll(terrace.basinIds()),
"Admission must retain or reject a complete group of water terraces");
for(var spill:plan.spills()) helper.assertTrue(ids.contains(spill.fromFeatureId())
&& (spill.toFeatureId()==-1 || ids.contains(spill.toFeatureId())),
"No cascade may refer to a basin removed by region admission");
for(var bounds:region.lava().flowBounds()) helper.assertTrue(bounds.minX()>=owner.minX() && bounds.maxX()<=owner.maxX()
&& bounds.minZ()>=owner.minZ() && bounds.maxZ()<=owner.maxZ(),"Volcanic flows must respect the same ownership");
}
void captureEcology() {
for (int i=0;i<regions.size();i++) {
var region=regions.get(i).region(); var counts=new TreeMap<String,Long>();
long logs=0,ores=0,nonAir=0;
for(var chunk:chunks.values()) {
int x=chunk.getPos().getMinBlockX(),z=chunk.getPos().getMinBlockZ();
if (!capacity.regionAt(x,z).equals(region)) continue;
for(var section:chunk.getSections()) section.getStates().count((state,count)->{
if(!state.isAir()) counts.merge(BuiltInRegistries.BLOCK.getKey(state.getBlock()).toString(),(long)count,Long::sum);
});
}
for(var entry:counts.entrySet()) {
nonAir+=entry.getValue();
if(entry.getKey().endsWith("_log")) logs+=entry.getValue();
if(entry.getKey().endsWith("_ore")) ores+=entry.getValue();
}
helper.assertTrue(nonAir>1000,"Distant FULL chunks must contain the new island");
helper.assertTrue(logs>0,"Trees must decorate each inspected region, including outside the old envelope");
helper.assertTrue(ores>0,"Ore features must also decorate the new distant terrain");
regionReports.get(i).put("observed_blocks",counts);
regionReports.get(i).put("observed_logs",logs);
regionReports.get(i).put("observed_ores",ores);
}
}
void tick() {
if(closed || running || helper.getTick()<20) return;
if(!chunks.keySet().stream().allMatch(level::isPositionTickingWithEntitiesLoaded)) {
helper.assertTrue(helper.getTick()<800,"All forced inspection chunks must become ready for real fluid ticks");
return;
}
running=true; startTime=level.getGameTime();
verifyWater();
verifyFinishedShell();
verifyLava();
helper.runAfterDelay(1800,()->{
try {
helper.assertTrue(chunks.keySet().stream().allMatch(level::isPositionTickingWithEntitiesLoaded),
"Chunks must remain scheduler-ready throughout the measured fluid interval");
verifyWater();
verifyFinishedShell();
verifyLava();
for (var spring : springs) verifySpring(spring);
for(var spill:spills) {
Set<BlockPos> destination=null;
if(spill.toFeatureId()!=-1) {
destination=new HashSet<>();
for(var region:regions) for(var cell:region.water().cells()) if(cell.featureId()==spill.toFeatureId() && cell.hasWater())
destination.add(new BlockPos(cell.x(),cell.waterY(),cell.z()));
}
int drop=connectedDescent(pos(spill.source()),pos(spill.outlet()),destination);
helper.assertTrue(drop >= (destination==null?12:4),"Each retained cascade must connect downhill to its basin or fall: "+spill);
}
for (var fall : lavaFalls) {
int descent = connectedDescent(lavaPos(fall.source()), lavaPos(fall.outlet()), null, true);
helper.assertTrue(descent >= 8, "A translated volcanic fall must descend through real lava ticks: " + fall.source());
}
verifyPostProcessingReentry();
export(true,level.getGameTime()-startTime);
helper.succeed();
} catch (RuntimeException | Error failure) {
try { export(false, level.getGameTime() - startTime); }
catch (IOException e) { failure.addSuppressed(e); }
throw failure;
} catch(IOException e) {throw new IllegalStateException(e);}
finally {cleanup();}
});
}
PopulationHydrology.Plan waterPlanAt(int x, int z) {
var owner = capacity.regionAt(x, z);
return regions.stream().filter(r -> r.region().equals(owner)).map(PopulationHydrologyRuntime.RegionPlan::water)
.findFirst().orElse(null);
}
PopulationHydrology.Cell cellAt(BlockPos p) {
var plan = waterPlanAt(p.getX(), p.getZ());
return plan == null ? null : plan.cellAt(p.getX(), p.getY(), p.getZ());
}
float natural(BlockPos p) {
return level.getChunkSource().randomState().sampleBlockValueUncached(
generator.generatorSettings().value().noiseRouter().finalDensity(), p.getX(), p.getY(), p.getZ());
}
void captureNaturalLogs() {
for (BlockPos p : declaredWater) {
BlockState state = level.getBlockState(p);
if (state.getFluidState().is(FluidTags.WATER) && state.getFluidState().isSource()) continue;
var cell = cellAt(p);
boolean horizontal = state.is(BlockTags.LOGS) && state.hasProperty(BlockStateProperties.AXIS)
&& state.getValue(BlockStateProperties.AXIS) != Direction.Axis.Y;
boolean lowerWater = declaredWater.contains(p.below())
&& level.getFluidState(p.below()).is(FluidTags.WATER) && level.getFluidState(p.below()).isSource();
boolean bed = cell != null && cell.bedY() == p.getY() - 1
&& level.getBlockState(p.below()).isCollisionShapeFullBlock(level, p.below());
boolean beside = Arrays.stream(HORIZONTAL).map(p::relative).anyMatch(side -> declaredWater.contains(side)
&& level.getFluidState(side).is(FluidTags.WATER) && level.getFluidState(side).isSource());
helper.assertTrue(cell != null && horizontal && p.getY() == cell.waterY() && (lowerWater || bed) && beside,
"Only a supported horizontal surface log beside real retained source water may occupy a planned water voxel: " + p + "=" + state);
naturalLogs.put(p.immutable(), state); expectedWater.remove(p);
}
helper.assertTrue(expectedWater.size() + naturalLogs.size() == declaredWater.size(),
"Every selected water voxel must have an exact retained source or recorded log");
}
void verifyFinishedShell() {
for (var cell : selectedCells.values()) {
var plan = waterPlanAt(cell.x(), cell.z());
var kind = plan.features().stream().filter(f -> f.id() == cell.featureId()).findFirst().orElseThrow().kind();
int cut = !cell.hasWater() ? kind == PopulationHydrology.Kind.RIVER ? PopulationHydrology.MAX_RIVER_BANK_CARVE : 2
: kind == PopulationHydrology.Kind.TERRACE ? PopulationTerraces.MAX_CARVE
: kind == PopulationHydrology.Kind.LAKE ? PopulationHydrology.MAX_LAKE_CARVE : PopulationHydrology.MAX_CARVE;
helper.assertTrue(cell.sedimentDepth() >= 3 && cell.sedimentDepth() <= 5 && cell.carveTop() - cell.bedY() <= cut,
"Regional sediment and carving must keep their feature-specific budgets: " + cell);
for (int d = 0; d <= cell.sedimentDepth() + 1; d++) {
BlockPos p = new BlockPos(cell.x(), cell.bedY() - d, cell.z());
BlockState actual = level.getBlockState(p);
helper.assertTrue(natural(p) > 0 && actual.isCollisionShapeFullBlock(level, p),
"Every sediment layer and its two natural supports must remain full after generation and ticks: " + p + "=" + actual);
if (d >= cell.sedimentDepth()) continue;
BlockState expected = PopulationMaterials.sedimentBlock(cell, level.getSeed(), d);
boolean ore = actual.is(Blocks.COAL_ORE) || actual.is(Blocks.DEEPSLATE_COAL_ORE)
|| actual.is(Blocks.IRON_ORE) || actual.is(Blocks.DEEPSLATE_IRON_ORE)
|| actual.is(Blocks.COPPER_ORE) || actual.is(Blocks.DEEPSLATE_COPPER_ORE)
|| actual.is(Blocks.GOLD_ORE) || actual.is(Blocks.DEEPSLATE_GOLD_ORE)
|| actual.is(Blocks.REDSTONE_ORE) || actual.is(Blocks.DEEPSLATE_REDSTONE_ORE)
|| actual.is(Blocks.LAPIS_ORE) || actual.is(Blocks.DEEPSLATE_LAPIS_ORE)
|| actual.is(Blocks.DIAMOND_ORE) || actual.is(Blocks.DEEPSLATE_DIAMOND_ORE)
|| actual.is(Blocks.EMERALD_ORE) || actual.is(Blocks.DEEPSLATE_EMERALD_ORE);
helper.assertTrue(actual.equals(expected) || expected.is(BlockTags.BASE_STONE_OVERWORLD) && ore
|| expected.is(Blocks.GRASS_BLOCK) && actual.is(Blocks.DIRT),
"The selected regional sediment profile must survive decoration: " + p + " expected=" + expected + " actual=" + actual);
}
if (!cell.hasWater()) continue;
int maxDepth = kind == PopulationHydrology.Kind.TERRACE ? PopulationTerraces.MAX_DEPTH : PopulationHydrology.MAX_DEPTH;
helper.assertTrue(cell.waterY() > cell.bedY() && cell.waterY() - cell.bedY() <= maxDepth,
"Retained water must respect its feature depth limit");
for (int y = cell.bedY() + 1; y <= cell.waterY(); y++) for (Direction direction : HORIZONTAL) {
BlockPos wall = new BlockPos(cell.x(), y, cell.z()).relative(direction);
var next = cellAt(wall);
boolean plannedWater = next != null && next.hasWater() && y > next.bedY() && y <= next.waterY();
if (plannedWater || plan.isSpillOpening(wall.getX(), wall.getY(), wall.getZ())) continue;
helper.assertTrue(natural(wall) > 0 && level.getBlockState(wall).isCollisionShapeFullBlock(level, wall),
"A retained basin must preserve its actual natural underwater shell, except its declared outlet: " + wall);
}
if (kind == PopulationHydrology.Kind.TERRACE) {
for (int y = cell.carveTop() + 1; y <= cell.carveTop() + 4; y++)
helper.assertTrue(natural(new BlockPos(cell.x(), y, cell.z())) <= 0, "A cave terrace needs four natural headroom blocks");
boolean roof = false;
for (int y = cell.carveTop() + 5; y < 384 && !roof; y++) roof = natural(new BlockPos(cell.x(), y, cell.z())) > 0;
helper.assertTrue(roof, "A lower terrace must remain below an existing natural roof");
} else for (int y = cell.carveTop() + 1; y < 384; y++)
helper.assertTrue(natural(new BlockPos(cell.x(), y, cell.z())) <= 0, "A surface basin must be exposed to the natural sky");
}
}
void verifyLava() {
for (BlockPos p : expectedLava) helper.assertTrue(natural(p) > 0
&& level.getFluidState(p).is(FluidTags.LAVA) && level.getFluidState(p).isSource(),
"Every inspected lava source must replace natural rock and survive actual fluid ticks: " + p);
for (BlockPos p : lavaSupports) {
BlockState block = level.getBlockState(p);
helper.assertTrue(natural(p) > 0 && block.isCollisionShapeFullBlock(level, p) && !block.ignitedByLava(),
"A selected volcanic niche must keep its actual nonflammable natural support: " + p);
}
for (var cell : pocketCells) if (!cell.lava()) {
BlockPos p = new BlockPos(cell.x(), cell.y(), cell.z());
BlockState block = level.getBlockState(p);
// Wall lichen can light the excavated chamber without obstructing its dry access.
helper.assertTrue(natural(p) > 0 && (block.isAir() || block.is(Blocks.GLOW_LICHEN))
&& block.getCollisionShape(level, p).isEmpty() && block.getFluidState().isEmpty(),
"The lava pocket must keep its excavated two-block approach and chamber accessible: " + p + " = " + block);
}
}
void verifySpring(PopulationHydrology.Spring spring) {
var plan = waterPlanAt(spring.outlet().x(), spring.outlet().z());
var channel = plan == null ? null : plan.cellAt(spring.outlet().x(), spring.outlet().z());
if (channel != null && plan.isRiverCell(channel) && spring.outlet().y() > channel.waterY()
&& spring.outlet().y() <= channel.carveTop()) {
int expectedDrop = spring.source().y() - channel.waterY();
helper.assertTrue(expectedDrop >= 5, "A river inlet must start above its retained channel");
Set<BlockPos> destination = new HashSet<>();
for (var cell : plan.cells()) if (cell.featureId() == channel.featureId() && cell.hasWater())
destination.add(new BlockPos(cell.x(), cell.waterY(), cell.z()));
helper.assertTrue(connectedDescent(pos(spring.source()), pos(spring.outlet()), destination) >= expectedDrop,
"The translated inlet must actually connect downhill into its river");
} else {
int predicted = spring.source().y() - spring.flowPath().stream().mapToInt(PopulationHydrology.Position::y).min().orElse(spring.source().y());
helper.assertTrue(connectedDescent(pos(spring.source()), pos(spring.outlet()), null) >= Math.max(8, Math.min(16, predicted)),
"An independent spring must actually descend through vanilla ticks: " + spring.source());
}
}
void verifyPostProcessingReentry() {
var outlets = new LinkedHashSet<BlockPos>();
if (!springs.isEmpty()) outlets.add(pos(springs.getFirst().outlet()));
if (!spills.isEmpty()) outlets.add(pos(spills.getFirst().outlet()));
if (!lavaFalls.isEmpty()) outlets.add(lavaPos(lavaFalls.getFirst().outlet()));
for (BlockPos outlet : outlets) {
LevelChunk chunk = chunks.get(ChunkPos.pack(outlet));
helper.assertTrue(chunk != null && Arrays.stream(chunk.getPostProcessing()).allMatch(m -> m == null || m.isEmpty()),
"Re-entry uses a finished inspected chunk with consumed generation markers");
helper.assertTrue(PopulationSpringOutlets.capturePending(level, chunk).isEmpty(),
"An already generated chunk has no pending population outlet work");
BlockState original = level.getBlockState(outlet);
BlockState witness = Blocks.GLOW_LICHEN.defaultBlockState().setValue(MultifaceBlock.getFaceProperty(Direction.UP), true);
try {
level.setBlock(outlet, witness, 2);
chunk.postProcessGeneration(level);
helper.assertTrue(level.getBlockState(outlet).equals(witness),
"Post-processing re-entry must preserve a later construction at a completed outlet: " + outlet);
} finally { level.setBlock(outlet, original, 2); }
helper.assertTrue(level.getBlockState(outlet).equals(original), "Restore the development-world witness exactly");
reentryWitnesses++;
}
}
boolean isFluid(BlockPos p, boolean lava) {
return lava ? level.getFluidState(p).is(FluidTags.LAVA) : level.getFluidState(p).is(FluidTags.WATER);
}
void verifyWater() {
for (var entry : naturalLogs.entrySet()) {
BlockPos p = entry.getKey();
helper.assertTrue(level.getBlockState(p).equals(entry.getValue()), "A recorded natural log must retain its exact state");
helper.assertTrue(level.getBlockState(p.below()).isCollisionShapeFullBlock(level, p.below())
|| level.getFluidState(p.below()).is(FluidTags.WATER) && level.getFluidState(p.below()).isSource(),
"A horizontal log must retain its original bed or source water underneath");
helper.assertTrue(Arrays.stream(HORIZONTAL).map(p::relative).anyMatch(side -> expectedWater.contains(side)
&& level.getFluidState(side).is(FluidTags.WATER) && level.getFluidState(side).isSource()),
"A horizontal log must remain beside actual retained water");
}
for(var p:expectedWater) helper.assertTrue(level.getFluidState(p).is(FluidTags.WATER)
&& level.getFluidState(p).isSource(),"Retained water must survive generation and vanilla fluid ticks: "+p+"="+level.getBlockState(p));
}
int connectedDescent(BlockPos source,BlockPos outlet,Set<BlockPos> destination) {
return connectedDescent(source, outlet, destination, false);
}
int connectedDescent(BlockPos source,BlockPos outlet,Set<BlockPos> destination, boolean lava) {
helper.assertTrue(source.distManhattan(outlet)==1,"A natural outlet must adjoin its source");
helper.assertTrue(isFluid(outlet, lava),"The production post-processing must leave a flowing outlet: "+outlet);
var seen=new HashSet<BlockPos>(); var queue=new ArrayDeque<BlockPos>();
seen.add(outlet);queue.add(outlet);int drop=0;boolean reached=destination==null;
while(!queue.isEmpty() && seen.size()<150000) {
var at=queue.removeFirst(); drop=Math.max(drop,source.getY()-at.getY());
if(destination!=null && destination.contains(at)) reached=true;
for(var direction:new Direction[]{Direction.DOWN,Direction.NORTH,Direction.SOUTH,Direction.EAST,Direction.WEST}) {
var next=at.relative(direction);
if(next.getY()<0 || !chunks.containsKey(ChunkPos.pack(next)) || seen.contains(next))continue;
if(isFluid(next, lava)) {seen.add(next);queue.addLast(next);}
}
}
helper.assertTrue(queue.isEmpty(), "The finite flow inspection must exhaust its search budget");
helper.assertTrue(reached,"The actual downhill water component must reach its declared receiving basin");
flowReports.add(Map.of("source", source, "outlet", outlet, "fluid", lava ? "lava" : "water",
"actual_descending_blocks", seen.size(), "actual_drop", drop, "reaches_destination", reached));
return drop;
}
void export(boolean passed,long elapsed) throws IOException {
Path output=Path.of("diagnostics","population-"+capacity.players()+"-seed-"+level.getSeed()+"-engine.json");
Files.createDirectories(output.getParent());
var report=new LinkedHashMap<String,Object>();
report.put("players",capacity.players());report.put("seed",level.getSeed());
report.put("mod_version",FabricLoader.getInstance().getModContainer("sanctuary").orElseThrow().getMetadata().getVersion().getFriendlyString());
report.put("settings",generator.generatorSettings().getRegisteredName());
report.put("regions_at_initial_spawn",regionsAtInitialSpawn);
report.put("regions_cached_after_inspection",PopulationHydrologyRuntime.cachedRegionCount(level.getChunkSource().randomState()));
report.put("regions",regionReports);report.put("inspected_full_chunks",chunks.size());
report.put("retained_water_blocks",expectedWater.size());report.put("tested_springs",springs.size());
report.put("tested_spills",spills.size());report.put("fluid_ticks",elapsed);
report.put("selected_sediment_columns", selectedCells.size());
report.put("natural_horizontal_logs", naturalLogs.size());
report.put("retained_lava_sources", expectedLava.size()); report.put("tested_lava_falls", lavaFalls.size());
report.put("flows", flowReports); report.put("postprocessing_reentry_witnesses", reentryWitnesses);
report.put("scope","Selected basins, terraces, springs and ecology patches in explicit regions; no whole-island inventory or multiplayer load test");
report.put("passed",passed);Files.writeString(output,json(report));
if(passed) SanctuaryMod.LOGGER.info("Capacity {} seed {} passed: {} FULL chunks, {} retained water blocks, {} fluid ticks",
capacity.players(),level.getSeed(),chunks.size(),expectedWater.size(),elapsed);
}
void cleanup() {
if(closed)return;closed=true;
for(long key:forced) {var p=ChunkPos.unpack(key);level.setChunkForced(p.x(),p.z(),false);}
}
}
private static String json(Object value) {return new GsonBuilder().setPrettyPrinting().create().toJson(value)+"\n";}
private static BlockPos pos(PopulationHydrology.Position p) {return new BlockPos(p.x(),p.y(),p.z());}
private static BlockPos lavaPos(PopulationLavaDeposit.Position p) {return new BlockPos(p.x(),p.y(),p.z());}
private static LevelChunk full(GameTestHelper helper,ServerLevel level,int x,int z) {
var chunk=level.getChunkSource().getChunk(x,z,ChunkStatus.FULL,true);
helper.assertTrue(chunk instanceof LevelChunk,"The inspected chunk must be fully generated");return(LevelChunk)chunk;
}
private static void request(Set<Long> requested,int x,int z,int halo) {
for(int dx=-halo;dx<=halo;dx++)for(int dz=-halo;dz<=halo;dz++)requested.add(ChunkPos.pack(x+dx,z+dz));
}
private static void request(Set<Long> requested,PopulationHydrology.FlowBounds b) {
for(int x=(b.minX()>>4)-1;x<=(b.maxX()>>4)+1;x++)for(int z=(b.minZ()>>4)-1;z<=(b.maxZ()>>4)+1;z++)requested.add(ChunkPos.pack(x,z));
}
}
@@ -1,92 +0,0 @@
package fr.koka.sanctuary.gametest;
import com.google.gson.GsonBuilder;
import com.mojang.serialization.JsonOps;
import fr.koka.sanctuary.SanctuaryMod;
import fr.koka.sanctuary.worldgen.IslandCapacity;
import fr.koka.sanctuary.worldgen.PopulationIslandDensity;
import fr.koka.sanctuary.worldgen.SanctuarySpawn;
import net.minecraft.core.registries.Registries;
import net.minecraft.gametest.framework.GameTestHelper;
import net.minecraft.resources.ResourceKey;
import net.minecraft.resources.RegistryOps;
import net.minecraft.tags.WorldPresetTags;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.WorldDimensions;
import net.minecraft.world.level.levelgen.WorldGenSettings;
import net.minecraft.world.level.levelgen.WorldOptions;
import net.minecraft.world.level.storage.LevelStorageSource;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.stream.Collectors;
/** Uses the real 26.3 saved-data writer and reader; never opens the user's saves. */
final class PopulationPersistenceDiagnostics {
static void verify(GameTestHelper helper) throws IOException {
var level = helper.getLevel();
var access = level.registryAccess();
var presets = access.lookupOrThrow(Registries.WORLD_PRESET);
var standard = presets.getOrThrow(ResourceKey.create(Registries.WORLD_PRESET,
SanctuaryMod.id("sanctuary"))).value();
helper.assertTrue(IslandCapacity.forGenerator(standard.createWorldDimensions().overworld()) == IslandCapacity.TEN,
"The public Sanctuary preset defaults to the new large geometry");
var visible = presets.getOrThrow(WorldPresetTags.NORMAL).stream().map(holder -> holder.getRegisteredName())
.filter(name -> name.startsWith("sanctuary:")).collect(Collectors.toSet());
helper.assertTrue(visible.equals(Set.of("sanctuary:sanctuary", "sanctuary:sanctuary_5")),
"World creation must expose only small and large Sanctuary presets");
var oldDensity = (PopulationIslandDensity) access.lookupOrThrow(Registries.DENSITY_FUNCTION)
.getOrThrow(ResourceKey.create(Registries.DENSITY_FUNCTION, SanctuaryMod.id("population_20"))).value();
var ops = RegistryOps.create(JsonOps.INSTANCE, access);
var serialized = PopulationIslandDensity.CODEC.codec().encodeStart(ops, oldDensity).getOrThrow().getAsJsonObject();
serialized.remove("players");
helper.assertTrue(PopulationIslandDensity.CODEC.codec().parse(ops, serialized).getOrThrow().capacity() == IslandCapacity.TWENTY,
"An omitted alpha10 density field must keep its historical default, independently of the new world selector");
List<Map<String, Object>> results = new ArrayList<>();
Path testRoot = Path.of("diagnostics", "population-persistence-seed-" + level.getSeed()).toAbsolutePath();
Files.createDirectories(testRoot);
LevelStorageSource storage = LevelStorageSource.createDefault(testRoot);
for (int players : new int[]{5, 10, 20, 100}) {
String presetId = players == 10 ? "sanctuary" : "sanctuary_" + players;
WorldDimensions dimensions = presets.getOrThrow(ResourceKey.create(Registries.WORLD_PRESET,
SanctuaryMod.id(presetId))).value().createWorldDimensions();
helper.assertTrue(IslandCapacity.forGenerator(dimensions.overworld()) == IslandCapacity.fromPlayers(players),
"The selectable world type must resolve its declared capacity");
var original = new WorldGenSettings(new WorldOptions(level.getSeed(), true, false), dimensions);
String name = "players-" + players;
try (var save = storage.createAccess(name)) {
LevelStorageSource.writeWorldGenSettings(access, storage.getLevelPath(name), original);
var restored = LevelStorageSource.readExistingSavedData(save, access, WorldGenSettings.TYPE).getOrThrow();
var generator = (NoiseBasedChunkGenerator) restored.dimensions().overworld();
helper.assertTrue(IslandCapacity.forGenerator(generator) == IslandCapacity.fromPlayers(players),
"Saved generator settings must preserve the chosen capacity after reading the world from disk");
helper.assertTrue(generator.generatorSettings().getRegisteredName().equals("sanctuary:population_" + players),
"The saved world must retain its explicit versioned settings key");
helper.assertTrue(restored.options().seed() == level.getSeed(), "The seed must survive storage unchanged");
results.add(Map.of("players", players, "preset", "sanctuary:" + presetId,
"restored_settings", generator.generatorSettings().getRegisteredName(), "disk_round_trip", true));
}
}
var old = new NoiseBasedChunkGenerator(standard.createWorldDimensions().overworld().getBiomeSource(),
access.lookupOrThrow(Registries.NOISE_SETTINGS).getOrThrow(SanctuarySpawn.CAVERN_SETTINGS));
var savedOld = new WorldGenSettings(new WorldOptions(level.getSeed(), true, false),
standard.createWorldDimensions().replaceOverworldGenerator(access, old));
try (var save = storage.createAccess("legacy-alpha9")) {
LevelStorageSource.writeWorldGenSettings(access, storage.getLevelPath("legacy-alpha9"), savedOld);
var restored = LevelStorageSource.readExistingSavedData(save, access, WorldGenSettings.TYPE).getOrThrow();
var generator = (NoiseBasedChunkGenerator) restored.dimensions().overworld();
helper.assertTrue(generator.generatorSettings().is(SanctuarySpawn.CAVERN_SETTINGS)
&& IslandCapacity.forGenerator(generator) == null,
"An existing alpha.9 settings reference must not acquire the new default capacity");
}
Files.writeString(testRoot.resolve("round-trip.json"), new GsonBuilder().setPrettyPrinting().create().toJson(Map.of(
"seed", level.getSeed(), "default_players", 10, "profiles", results,
"legacy_settings_preserved", "sanctuary:sanctuary_cavern", "visible_presets", visible,
"omitted_density_capacity_preserved", 20, "passed", true)) + "\n");
}
}
@@ -1,248 +0,0 @@
package fr.koka.sanctuary.gametest;
import com.google.gson.Gson;
import com.google.gson.GsonBuilder;
import fr.koka.sanctuary.SanctuaryMod;
import fr.koka.sanctuary.worldgen.IslandShape;
import fr.koka.sanctuary.worldgen.IslandCapacity;
import fr.koka.sanctuary.worldgen.SanctuarySpawn;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.SharedConstants;
import net.minecraft.core.BlockPos;
import net.minecraft.core.registries.BuiltInRegistries;
import net.minecraft.gametest.framework.GameTestHelper;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.tags.BlockTags;
import net.minecraft.tags.FluidTags;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.block.state.properties.Property;
import net.minecraft.world.level.chunk.ChunkAccess;
import net.minecraft.world.level.chunk.LevelChunk;
import net.minecraft.world.level.chunk.LevelChunkSection;
import net.minecraft.world.level.chunk.status.ChunkStatus;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.storage.LevelData;
import java.io.IOException;
import java.nio.file.Files;
import java.nio.file.Path;
import java.time.Instant;
import java.util.ArrayList;
import java.util.IdentityHashMap;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import java.util.StringJoiner;
import java.util.TreeMap;
import java.util.function.Predicate;
/** Exact post-generation observations in the disposable GameTest world; never edits terrain. */
public final class ResourceSurveyDiagnostics {
private static final Gson JSON = new GsonBuilder().setPrettyPrinting().disableHtmlEscaping().create();
private static final int DECORATION_MARGIN = 16;
private static final int PREPARATION_HALO_CHUNKS = 1;
private ResourceSurveyDiagnostics() {}
public static void verifyAndExport(GameTestHelper helper, LevelData.RespawnData initialSpawn) throws IOException {
String mode = System.getProperty("sanctuary.test.resourceSurvey", "sample");
if (mode.equals("off")) return;
if (!mode.equals("sample") && !mode.equals("island")) {
throw new IllegalArgumentException("sanctuary.test.resourceSurvey must be sample, island or off");
}
ServerLevel level = helper.getLevel();
helper.assertTrue(SanctuarySpawn.usesSanctuaryGenerator(level),
"A resource survey must inspect the production Sanctuary generator");
helper.assertTrue(initialSpawn != null, "Use the actual initial spawn, not the remote GameTest fixture");
Instant started = Instant.now();
long startedNanos = System.nanoTime();
long initialGameTime = level.getGameTime();
int centreX = initialSpawn.pos().getX() >> 4;
int centreZ = initialSpawn.pos().getZ() >> 4;
IslandCapacity capacity = IslandCapacity.forGenerator(level.getChunkSource().getGenerator());
int terrainRadius = capacity == null ? IslandShape.TERRAIN_LIMIT : capacity.terrainLimit();
int envelopeRadius = terrainRadius + DECORATION_MARGIN;
int minimumIslandChunk = Math.floorDiv(-envelopeRadius, 16);
int maximumIslandChunk = Math.floorDiv(envelopeRadius - 1, 16);
int minimumX = mode.equals("island") ? minimumIslandChunk : centreX - 1;
int maximumX = mode.equals("island") ? maximumIslandChunk : centreX + 1;
int minimumZ = mode.equals("island") ? minimumIslandChunk : centreZ - 1;
int maximumZ = mode.equals("island") ? maximumIslandChunk : centreZ + 1;
int expectedChunks = (maximumX - minimumX + 1) * (maximumZ - minimumZ + 1);
BlockPos fixture = helper.absolutePos(BlockPos.ZERO);
helper.assertTrue(fixture.getX() < minimumX * 16 - 1024 || fixture.getX() > (maximumX + 1) * 16 + 1024
|| fixture.getZ() < minimumZ * 16 - 1024 || fixture.getZ() > (maximumZ + 1) * 16 + 1024,
"The remote GameTest fixture must remain well outside the resource survey envelope");
// Complete the entire requested region, plus its immediate decoration neighbours, before
// taking counts. Counting while still generating the next chunk would risk stale borders.
SanctuaryMod.LOGGER.info("Resource survey {}: preparing {} inspected chunks plus a {}-chunk halo (seed {})",
mode, expectedChunks, PREPARATION_HALO_CHUNKS, level.getSeed());
int preparedChunks = 0;
for (int x = minimumX - PREPARATION_HALO_CHUNKS; x <= maximumX + PREPARATION_HALO_CHUNKS; x++) {
for (int z = minimumZ - PREPARATION_HALO_CHUNKS; z <= maximumZ + PREPARATION_HALO_CHUNKS; z++) {
requireFullChunk(helper, level, x, z);
preparedChunks++;
}
if (mode.equals("island") && (x - minimumX + PREPARATION_HALO_CHUNKS + 1) % 4 == 0) {
SanctuaryMod.LOGGER.info("Resource survey preparation: {} FULL chunks ready", preparedChunks);
}
}
long preparedNanos = System.nanoTime();
Map<BlockState, Long> observedStates = new IdentityHashMap<>();
List<Map<String, Object>> chunks = new ArrayList<>();
long totalCells = 0;
for (int x = minimumX; x <= maximumX; x++) {
for (int z = minimumZ; z <= maximumZ; z++) {
LevelChunk chunk = requireFullChunk(helper, level, x, z);
Map<BlockState, Long> chunkStates = new IdentityHashMap<>();
for (LevelChunkSection section : chunk.getSections()) {
// This counts every cell in each palette, including all forms of air. Registry
// lookups and property serialization happen once per distinct state later.
section.getStates().count((state, count) -> chunkStates.merge(state, (long) count, Long::sum));
}
long chunkCells = sum(chunkStates);
helper.assertTrue(chunkCells == 256L * level.getHeight(),
"Every cell in the full dimension height must be counted at chunk " + x + "," + z);
long nonAir = 0;
for (var entry : chunkStates.entrySet()) {
observedStates.merge(entry.getKey(), entry.getValue(), Long::sum);
if (!entry.getKey().isAir()) nonAir += entry.getValue();
}
chunks.add(Map.of("x", x, "z", z, "status", "minecraft:full", "counted_cells", chunkCells,
"non_air_blocks", nonAir, "distinct_block_states", chunkStates.size()));
totalCells += chunkCells;
}
}
Map<String, Long> blocks = new TreeMap<>();
Map<String, Long> states = new TreeMap<>();
long air = 0;
for (var entry : observedStates.entrySet()) {
String block = blockName(entry.getKey());
blocks.merge(block, entry.getValue(), Long::sum);
states.put(stateName(entry.getKey(), block), entry.getValue());
if (entry.getKey().isAir()) air += entry.getValue();
}
long expectedCells = expectedChunks * 256L * level.getHeight();
helper.assertTrue(chunks.size() == expectedChunks && totalCells == expectedCells,
"Survey completeness must match its explicit requested chunk rectangle and height");
helper.assertTrue(sum(blocks) == totalCells && sum(states) == totalCells,
"Registry block and full-state totals must account for every inspected cell");
var settingsHolder = ((NoiseBasedChunkGenerator) level.getChunkSource().getGenerator()).generatorSettings();
var settings = settingsHolder.value();
String modVersion = FabricLoader.getInstance().getModContainer("sanctuary").orElseThrow()
.getMetadata().getVersion().getFriendlyString();
Map<String, Object> report = new LinkedHashMap<>();
report.put("schema_version", 1);
report.put("purpose", "development_post_generation_resource_observation");
report.put("mode", mode);
report.put("seed", level.getSeed());
report.put("minecraft_version", SharedConstants.getCurrentVersion().name());
report.put("generator", Map.of("preset", capacity == null || capacity.players() == 20 ? "sanctuary:sanctuary" : "sanctuary:sanctuary_" + capacity.players(), "noise_settings", settingsHolder.getRegisteredName(),
"mod_version", modVersion, "version", "sanctuary@" + modVersion,
"noise_min_y", settings.noiseSettings().minY(),
"noise_max_y_exclusive", settings.noiseSettings().minY() + settings.noiseSettings().height()));
report.put("dimension", "minecraft:overworld");
report.put("initial_spawn", Map.of("x", initialSpawn.pos().getX(), "y", initialSpawn.pos().getY(),
"z", initialSpawn.pos().getZ()));
report.put("remote_test_fixture", Map.of("x", fixture.getX(), "y", fixture.getY(), "z", fixture.getZ(),
"verified_outside_bounds_with_margin_blocks", 1024));
report.put("bounds", Map.of("min_x_inclusive", minimumX * 16, "max_x_exclusive", (maximumX + 1) * 16,
"min_z_inclusive", minimumZ * 16, "max_z_exclusive", (maximumZ + 1) * 16,
"min_y_inclusive", level.getMinY(), "max_y_exclusive", level.getMinY() + level.getHeight(),
"min_chunk_x_inclusive", minimumX, "max_chunk_x_inclusive", maximumX,
"min_chunk_z_inclusive", minimumZ, "max_chunk_z_inclusive", maximumZ));
report.put("declared_island_envelope", Map.of("terrain_radius_blocks", terrainRadius,
"decoration_margin_blocks", DECORATION_MARGIN, "bounding_rectangle_radius_blocks", envelopeRadius));
report.put("completeness", Map.of("requested_chunks", expectedChunks, "inspected_full_chunks", chunks.size(),
"complete_within_requested_bounds", true, "covers_declared_island_envelope", mode.equals("island"),
"covers_entire_world", false, "extrapolated", false, "height_coverage", "entire_dimension",
"basis", "all palette cells in every inspected FULL chunk, not density samples"));
report.put("preparation", Map.of("halo_chunks", PREPARATION_HALO_CHUNKS, "full_chunks_prepared", preparedChunks,
"halo_included_in_counts", false, "world", "fresh_disposable_gametest_world",
"personal_saves_accessed", false, "player_inventory_included", false, "remote_test_fixture_included", false));
report.put("counts", Map.of("all_cells", totalCells, "air_cells", air, "non_air_blocks", totalCells - air,
"by_block_registry_id", blocks, "by_complete_block_state", states));
report.put("aggregates", aggregates(observedStates, blocks));
report.put("aggregate_semantics", "Counts are blocks, not drops or economic value; groups overlap and must not be added together.");
report.put("inspected_chunks", chunks);
report.put("exclusions", List.of("entities", "item_drops", "container_contents", "player_inventories",
"other_dimensions", "future_expansions", "blocks_outside_requested_bounds", "future_growth_and_loot"));
report.put("observation", Map.of("started_at_utc", started.toString(), "completed_at_utc", Instant.now().toString(),
"game_time_at_start", initialGameTime, "game_time_at_end", level.getGameTime(),
"generation_preparation_millis", (preparedNanos - startedNanos) / 1_000_000L,
"counting_and_serialization_preparation_millis", (System.nanoTime() - preparedNanos) / 1_000_000L,
"scope", "snapshot after FULL generation; no resource quotas or terrain correction applied"));
Path directory = Path.of("diagnostics");
Files.createDirectories(directory);
Path output = directory.resolve("resource-survey-" + (capacity == null ? "legacy" : "players-" + capacity.players()) + "-seed-" + level.getSeed() + "-" + mode + ".json");
Files.writeString(output, JSON.toJson(report) + "\n");
SanctuaryMod.LOGGER.info("Resource survey {} complete: {} FULL chunks, {} non-air blocks; {}",
mode, chunks.size(), totalCells - air, output.toAbsolutePath());
}
private static LevelChunk requireFullChunk(GameTestHelper helper, ServerLevel level, int x, int z) {
ChunkAccess chunk = level.getChunkSource().getChunk(x, z, ChunkStatus.FULL, true);
helper.assertTrue(chunk instanceof LevelChunk, "Survey requires a FULL chunk at " + x + "," + z);
return (LevelChunk) chunk;
}
private static Map<String, Object> aggregates(Map<BlockState, Long> states, Map<String, Long> blocks) {
Map<String, Object> result = new LinkedHashMap<>();
result.put("stone", explicitBlocks(blocks, "minecraft:stone"));
result.put("base_stone_overworld", taggedStates(states, state -> state.is(BlockTags.BASE_STONE_OVERWORLD),
"#minecraft:base_stone_overworld"));
result.put("logs", taggedStates(states, state -> state.is(BlockTags.LOGS), "#minecraft:logs"));
result.put("leaves", taggedStates(states, state -> state.is(BlockTags.LEAVES), "#minecraft:leaves"));
for (String ore : List.of("coal", "iron", "copper", "gold", "redstone", "lapis", "diamond", "emerald")) {
result.put(ore + "_ore", explicitBlocks(blocks, "minecraft:" + ore + "_ore", "minecraft:deepslate_" + ore + "_ore"));
}
result.put("water_blocks", explicitBlocks(blocks, "minecraft:water"));
result.put("water_containing_blocks", taggedStates(states, state -> state.getFluidState().is(FluidTags.WATER),
"block states containing #minecraft:water, including waterlogged blocks"));
result.put("lava_blocks", explicitBlocks(blocks, "minecraft:lava"));
result.put("sand", explicitBlocks(blocks, "minecraft:sand", "minecraft:red_sand"));
result.put("gravel", explicitBlocks(blocks, "minecraft:gravel"));
result.put("clay", explicitBlocks(blocks, "minecraft:clay"));
result.put("sugar_cane", explicitBlocks(blocks, "minecraft:sugar_cane"));
result.put("soil", explicitBlocks(blocks, "minecraft:grass_block", "minecraft:dirt", "minecraft:coarse_dirt",
"minecraft:rooted_dirt", "minecraft:podzol", "minecraft:mud"));
return result;
}
private static Map<String, Object> explicitBlocks(Map<String, Long> blocks, String... names) {
Map<String, Long> members = new TreeMap<>();
for (String name : names) members.put(name, blocks.getOrDefault(name, 0L));
return Map.of("count", sum(members), "definition", "sum of the listed block registry IDs", "members", members);
}
private static Map<String, Object> taggedStates(Map<BlockState, Long> states, Predicate<BlockState> predicate,
String definition) {
Map<String, Long> members = new TreeMap<>();
states.forEach((state, count) -> {
if (predicate.test(state)) members.merge(blockName(state), count, Long::sum);
});
return Map.of("count", sum(members), "definition", definition, "observed_members", members);
}
private static String blockName(BlockState state) {
return BuiltInRegistries.BLOCK.getKey(state.getBlock()).toString();
}
private static String stateName(BlockState state, String block) {
Map<String, String> properties = new TreeMap<>();
for (Property<?> property : state.getProperties()) properties.put(property.getName(), propertyValue(state, property));
if (properties.isEmpty()) return block;
StringJoiner suffix = new StringJoiner(",", "[", "]");
properties.forEach((name, value) -> suffix.add(name + "=" + value));
return block + suffix;
}
private static <T extends Comparable<T>> String propertyValue(BlockState state, Property<T> property) {
return property.getName(state.getValue(property));
}
private static long sum(Map<?, Long> counts) {
return counts.values().stream().mapToLong(Long::longValue).sum();
}
}
File diff suppressed because it is too large Load Diff
@@ -1,258 +0,0 @@
package fr.koka.sanctuary.gametest;
import fr.koka.sanctuary.worldgen.SanctuarySpawn;
import fr.koka.sanctuary.worldgen.IslandCapacity;
import fr.koka.sanctuary.worldgen.PopulationHydrologyRuntime;
import fr.koka.sanctuary.worldgen.NaturalHydrologyRuntime;
import fr.koka.sanctuary.worldgen.LayeredHydrologyRuntime;
import fr.koka.sanctuary.worldgen.WoodlandHydrologyRuntime;
import fr.koka.sanctuary.worldgen.RiftHydrologyRuntime;
import fr.koka.sanctuary.worldgen.CavernHydrologyRuntime;
import net.minecraft.tags.FluidTags;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import fr.koka.sanctuary.worldgen.IslandShape;
import fr.koka.sanctuary.worldgen.MainIslandDensity;
import fr.koka.sanctuary.SanctuaryMod;
import net.fabricmc.fabric.api.gametest.v1.GameTest;
import net.minecraft.core.BlockPos;
import net.minecraft.core.registries.Registries;
import net.minecraft.resources.ResourceKey;
import net.minecraft.gametest.framework.GameTestHelper;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.chunk.ChunkAccess;
import net.minecraft.world.level.chunk.LevelChunk;
import net.minecraft.world.level.chunk.LevelChunkSection;
import net.minecraft.world.level.chunk.status.ChunkStatus;
import net.minecraft.world.level.levelgen.NoiseGeneratorSettings;
import net.minecraft.world.level.levelgen.RandomState;
import net.minecraft.world.level.levelgen.densityfunction.DensityFunction;
import net.minecraft.world.level.storage.LevelData;
/** Assertions use absolute world positions, away from the framework's random fixture grid. */
public final class SanctuaryWorldGameTests {
public static LevelData.RespawnData initialSpawn;
@GameTest(maxTicks = 3000)
public void optimizedDensityPreservesSavedTerrain(GameTestHelper helper) throws Exception {
PopulationDensityEquivalenceDiagnostics.verify(helper);
helper.succeed();
}
@GameTest(maxTicks = 200)
public void populationChoiceSurvivesSavingTheWorld(GameTestHelper helper) throws java.io.IOException {
PopulationPersistenceDiagnostics.verify(helper);
helper.succeed();
}
@GameTest(maxTicks = 3000)
public void generatedSurfaceWaterRemainsContained(GameTestHelper helper) throws java.io.IOException {
var generator = (NoiseBasedChunkGenerator) helper.getLevel().getChunkSource().getGenerator();
if (PopulationHydrologyRuntime.enabled(generator)) PopulationDiagnostics.start(helper);
else if (CavernHydrologyRuntime.enabled(generator)) CavernDiagnostics.start(helper);
else if (RiftHydrologyRuntime.enabled(generator)) RiftDiagnostics.start(helper);
else if (WoodlandHydrologyRuntime.enabled(generator)) WoodlandDiagnostics.start(helper);
else if (LayeredHydrologyRuntime.enabled(generator)) LayeredHydrologyDiagnostics.start(helper);
else if (NaturalHydrologyRuntime.enabled(generator)) NaturalHydrologyDiagnostics.start(helper);
else HydrologyDiagnostics.start(helper);
}
@GameTest(maxTicks = 200)
public void hydrologyDoesNotActivateForSavedLegacySettings(GameTestHelper helper) {
var generator = (NoiseBasedChunkGenerator) helper.getLevel().getChunkSource().getGenerator();
if (PopulationHydrologyRuntime.enabled(generator)) PopulationDiagnostics.verifyLegacyIsolation(helper);
else if (CavernHydrologyRuntime.enabled(generator)) CavernDiagnostics.verifyLegacyIsolation(helper);
else if (RiftHydrologyRuntime.enabled(generator)) RiftDiagnostics.verifyLegacyIsolation(helper);
else if (WoodlandHydrologyRuntime.enabled(generator)) WoodlandDiagnostics.verifyLegacyIsolation(helper);
else if (LayeredHydrologyRuntime.enabled(generator)) LayeredHydrologyDiagnostics.verifyLegacyIsolation(helper);
else if (NaturalHydrologyRuntime.enabled(generator)) NaturalHydrologyDiagnostics.verifyLegacyIsolation(helper);
else HydrologyDiagnostics.verifyLegacyIsolation(helper);
helper.succeed();
}
@GameTest(maxTicks = 200)
public void generatedIslandAndInitialSpawn(GameTestHelper helper) {
ServerLevel level = helper.getLevel();
helper.assertTrue(SanctuarySpawn.usesSanctuaryGenerator(level),
"GameTest must load the production Sanctuary preset, not a flat world");
helper.assertTrue(initialSpawn != null, "Capture the world's initial spawn before the test grid moves it");
BlockPos spawn = initialSpawn.pos();
var generator = (NoiseBasedChunkGenerator) level.getChunkSource().getGenerator();
IslandCapacity capacity = IslandCapacity.forGenerator(generator);
int terrainLimit = capacity == null ? IslandShape.TERRAIN_LIMIT : capacity.terrainLimit();
helper.assertTrue(Math.hypot((double) spawn.getX(), (double) spawn.getZ()) < terrainLimit,
"Shared spawn must lie on the finite natural island: " + spawn);
helper.assertTrue(spawn.getY() > 1 && spawn.getY() < level.getMaxY() - 1,
"Shared spawn must be inside the dimension height");
var settings = generator.generatorSettings().value();
float spawnFloorDensity = level.getChunkSource().randomState().sampleBlockValueUncached(
settings.noiseRouter().finalDensity(), spawn.getX(), spawn.getY() - 1, spawn.getZ());
helper.assertTrue(spawnFloorDensity > 0.0F,
"The spawn floor must already exist in natural terrain density, without adding a platform");
// These regression seeds have a naturally flat 3x3 arrival area. Production also supports
// a single safe column when a more irregular seed offers no sampled 3x3 floor.
for (int dx = -1; dx <= 1; dx++) {
for (int dz = -1; dz <= 1; dz++) {
BlockPos feet = spawn.offset(dx, 0, dz);
BlockPos floor = feet.below();
helper.assertTrue(level.getBlockState(floor).isCollisionShapeFullBlock(level, floor),
"Every cell of the 3x3 arrival area needs a full solid floor: " + floor);
for (int height = 0; height < 2; height++) {
BlockPos space = feet.above(height);
helper.assertTrue(level.getBlockState(space).getCollisionShape(level, space).isEmpty()
&& level.getFluidState(space).isEmpty(),
"The arrival area needs two dry unobstructed blocks: " + space);
}
}
}
helper.succeed();
}
@GameTest(maxTicks = 200)
public void sculptOnlyRemovesTerrain(GameTestHelper helper) throws java.io.IOException {
if (IslandCapacity.forGenerator(helper.getLevel().getChunkSource().getGenerator()) != null)
PopulationDiagnostics.verifyDensity(helper);
else DensityDiagnostics.verifyAndExport(helper, initialSpawn);
helper.succeed();
}
@GameTest(maxTicks = 200)
public void generationHeightAndLegacySettingsStaySeparate(GameTestHelper helper) {
var level = helper.getLevel();
var registries = level.registryAccess();
var settings = registries.lookupOrThrow(Registries.NOISE_SETTINGS);
helper.assertTrue(level.getMinY() == 0 && level.getHeight() == 384,
"The new Sanctuary dimension must have exactly 384 buildable blocks, Y0..383");
float cloudHeight = level.environmentAttributes()
.getDimensionValue(net.minecraft.world.attribute.EnvironmentAttributes.CLOUD_HEIGHT);
helper.assertTrue(Math.abs(cloudHeight - 352.33F) < 0.001F,
"Sanctuary clouds must be raised to Y352.33");
helper.assertTrue(settings.getOrThrow(SanctuarySpawn.RAISED_SETTINGS).value().noiseSettings().height() == 384,
"Noise generation must use all 384 blocks, not just a taller dimension");
helper.assertTrue(settings.getOrThrow(SanctuarySpawn.SETTINGS).value().noiseSettings().height() == 256,
"The noise settings referenced by saved alpha.2 worlds must retain their old height");
var legacy = registries.lookupOrThrow(Registries.DENSITY_FUNCTION).getOrThrow(
ResourceKey.create(Registries.DENSITY_FUNCTION, SanctuaryMod.id("final_density"))).value();
helper.assertTrue(legacy instanceof MainIslandDensity old && old.verticalOffset() == 0 && old.height() == 256,
"The legacy density codec must remain in its unshifted alpha.2 mode");
helper.succeed();
}
@GameTest(maxTicks = 200)
public void completedLowerMarginIsVoid(GameTestHelper helper) {
if (IslandCapacity.forGenerator(helper.getLevel().getChunkSource().getGenerator()) != null) {
PopulationDiagnostics.verifyLowerMargin(helper);
helper.succeed();
return;
}
for (int[] coordinate : new int[][]{{0, 0}, {-8, 0}, {8, 0}, {0, -8}, {0, 8}}) {
ChunkAccess chunk = helper.getLevel().getChunkSource().getChunk(
coordinate[0], coordinate[1], ChunkStatus.FULL, true);
helper.assertTrue(chunk != null, "The lower-margin test needs a fully generated chunk");
if (chunk.getSection(0).hasOnlyAir()) continue;
var generator = (NoiseBasedChunkGenerator) helper.getLevel().getChunkSource().getGenerator();
helper.assertTrue(NaturalHydrologyRuntime.enabled(generator) || LayeredHydrologyRuntime.enabled(generator)
|| WoodlandHydrologyRuntime.enabled(generator) || RiftHydrologyRuntime.enabled(generator) || CavernHydrologyRuntime.enabled(generator),
"The legacy island must leave its lower margin entirely empty");
for (int x = chunk.getPos().getMinBlockX(); x <= chunk.getPos().getMaxBlockX(); x++) {
for (int z = chunk.getPos().getMinBlockZ(); z <= chunk.getPos().getMaxBlockZ(); z++) {
for (int y = 0; y < 16; y++) {
BlockPos p = new BlockPos(x, y, z);
var state = chunk.getBlockState(p);
if (CavernHydrologyRuntime.enabled(generator)) {
boolean water = state.getFluidState().is(FluidTags.WATER)
&& CavernDiagnostics.isWithinSpringInspectionFootprint(CavernHydrologyRuntime.cavernPlan(helper.getLevel()), x, z);
final int bx = x, bz = z;
boolean lava = state.getFluidState().is(FluidTags.LAVA)
&& CavernHydrologyRuntime.lavaPlan(helper.getLevel()).flowBounds().stream().anyMatch(b ->
bx >= (Math.floorDiv(b.minX(),16) - 1) * 16 && bx <= (Math.floorDiv(b.maxX(),16) + 2) * 16 - 1
&& bz >= (Math.floorDiv(b.minZ(),16) - 1) * 16 && bz <= (Math.floorDiv(b.maxZ(),16) + 2) * 16 - 1);
helper.assertTrue(state.isAir() || water || lava, "Lower margin must remain void except declared fluid falls: " + p);
continue;
}
if (RiftHydrologyRuntime.enabled(generator)) {
boolean water = state.getFluidState().is(FluidTags.WATER)
&& RiftDiagnostics.isWithinSpringInspectionFootprint(RiftHydrologyRuntime.riftPlan(helper.getLevel()), x, z);
final int bx = x, bz = z;
boolean lava = state.getFluidState().is(FluidTags.LAVA)
&& RiftHydrologyRuntime.lavaPlan(helper.getLevel()).flowBounds().stream().anyMatch(b ->
bx >= (Math.floorDiv(b.minX(),16) - 1) * 16 && bx <= (Math.floorDiv(b.maxX(),16) + 2) * 16 - 1
&& bz >= (Math.floorDiv(b.minZ(),16) - 1) * 16 && bz <= (Math.floorDiv(b.maxZ(),16) + 2) * 16 - 1);
helper.assertTrue(state.isAir() || water || lava, "Lower margin must remain void except declared fluid falls: " + p);
continue;
}
helper.assertTrue(state.isAir() || state.getFluidState().is(FluidTags.WATER)
&& (WoodlandHydrologyRuntime.enabled(generator)
? WoodlandDiagnostics.isWithinSpringInspectionFootprint(WoodlandHydrologyRuntime.woodlandPlan(helper.getLevel()), x, z)
: LayeredHydrologyRuntime.enabled(generator)
? LayeredHydrologyDiagnostics.isWithinSpringInspectionFootprint(LayeredHydrologyRuntime.layeredPlan(helper.getLevel()), x, z)
: NaturalHydrologyDiagnostics.isWithinSpringInspectionFootprint(NaturalHydrologyRuntime.naturalPlan(helper.getLevel()), x, z)),
"The lower margin has no artificial floor; water must lie in the finite spring inspection footprint, with provenance checked by the full fluid diagnostic: " + p);
}
}
}
}
helper.succeed();
}
@GameTest(maxTicks = 200)
public void generatedResourceSurvey(GameTestHelper helper) throws java.io.IOException {
ResourceSurveyDiagnostics.verifyAndExport(helper, initialSpawn);
helper.succeed();
}
@GameTest(maxTicks = 200)
public void completedExteriorChunksAreVoid(GameTestHelper helper) {
if (IslandCapacity.forGenerator(helper.getLevel().getChunkSource().getGenerator()) != null) {
PopulationDiagnostics.verifyExterior(helper);
helper.succeed();
return;
}
ServerLevel level = helper.getLevel();
// First row is just beyond the declared terrain/decorations envelope. The last
// samples catch the legacy bug where the infinite archipelago returned farther out.
int[][] chunks = {
{20, 0}, {-21, 0}, {0, 20}, {0, -21},
{32, 0}, {-33, 0}, {0, 32}, {0, -33},
{256, 0}, {-257, 0}, {0, 256}, {0, -257}
};
for (int[] coordinate : chunks) {
ChunkAccess chunk = level.getChunkSource().getChunk(coordinate[0], coordinate[1], ChunkStatus.FULL, true);
helper.assertTrue(chunk instanceof LevelChunk, "The test must inspect a fully generated chunk");
for (LevelChunkSection section : chunk.getSections()) {
helper.assertTrue(section.hasOnlyAir(),
"Finished exterior chunk contains blocks after world generation: " + chunk.getPos());
}
}
helper.succeed();
}
@GameTest(maxTicks = 200)
public void compiledWorldDensityUsesTheSeed(GameTestHelper helper) {
ServerLevel level = helper.getLevel();
var registries = level.registryAccess();
NoiseGeneratorSettings settings = ((NoiseBasedChunkGenerator) level.getChunkSource().getGenerator()).generatorSettings().value();
var noises = registries.lookupOrThrow(Registries.NOISE);
RandomState first = RandomState.create(noises, 0L, settings);
RandomState replay = RandomState.create(noises, 0L, settings);
RandomState otherSeed = RandomState.create(noises, 8675309L, settings);
DensityFunction density = settings.noiseRouter().finalDensity();
boolean observedSeedVariation = false;
for (int x : new int[]{112, 160, 208}) {
for (int z : new int[]{-96, -48, 0, 48, 96}) {
for (int y : new int[]{96, 128, 160, 192, 224}) {
float value = first.sampleBlockValueUncached(density, x, y, z);
float repeated = replay.sampleBlockValueUncached(density, x, y, z);
float changed = otherSeed.sampleBlockValueUncached(density, x, y, z);
helper.assertTrue(Float.isFinite(value) && Float.isFinite(changed),
"Compiled world density must remain finite");
helper.assertTrue(Float.floatToIntBits(value) == Float.floatToIntBits(repeated),
"The actual datapack density must replay identically for the same seed");
observedSeedVariation |= Float.floatToIntBits(value) != Float.floatToIntBits(changed);
}
}
}
helper.assertTrue(observedSeedVariation, "Different world seeds must change the production density");
helper.succeed();
}
}
@@ -1,107 +0,0 @@
package fr.koka.sanctuary.gametest;
import com.google.gson.GsonBuilder;
import fr.koka.sanctuary.SanctuaryMod;
import fr.koka.sanctuary.worldgen.IslandCapacity;
import fr.koka.sanctuary.worldgen.PopulationHydrologyRuntime;
import java.nio.file.Files;
import java.nio.file.Path;
import java.util.ArrayList;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import net.fabricmc.fabric.api.gametest.v1.GameTest;
import net.fabricmc.loader.api.FabricLoader;
import net.minecraft.gametest.framework.GameTestHelper;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.ChunkPos;
import net.minecraft.world.level.chunk.LevelChunk;
import net.minecraft.world.level.chunk.status.ChunkStatus;
/** Opt-in, repeatable server generation workload; it does not measure client rendering or FPS. */
public final class WorldgenPerformanceGameTests {
@GameTest(maxTicks = 3000)
public void spawnAreaAndExploration(GameTestHelper helper) throws Exception {
ServerLevel level = helper.getLevel();
var capacity = IslandCapacity.forGenerator(level.getChunkSource().getGenerator());
var spawn = SanctuaryWorldGameTests.initialSpawn.pos();
int cx = spawn.getX() >> 4, cz = spawn.getZ() >> 4;
var report = new LinkedHashMap<String, Object>();
report.put("version", FabricLoader.getInstance().getModContainer("sanctuary").orElseThrow()
.getMetadata().getVersion().getFriendlyString());
report.put("players", capacity.players()); report.put("seed", level.getSeed());
report.put("spawn", List.of(spawn.getX(), spawn.getY(), spawn.getZ()));
report.put("java", System.getProperty("java.version"));
report.put("processors", Runtime.getRuntime().availableProcessors());
report.put("max_heap_bytes", Runtime.getRuntime().maxMemory());
List<Map<String, Object>> rings = new ArrayList<>();
List<Long> chunkTimes = new ArrayList<>();
int count = 0, land = 0;
long areaStart = System.nanoTime();
// Centre outwards, 17x17 FULL chunks: a fixed eight-chunk radius around natural spawn.
for (int radius = 0; radius <= 8; radius++) {
long start = System.nanoTime();
for (int x = -radius; x <= radius; x++) for (int z = -radius; z <= radius; z++) {
if (Math.max(Math.abs(x), Math.abs(z)) != radius) continue;
long before = System.nanoTime();
var chunk = full(helper, level, cx + x, cz + z);
chunkTimes.add(System.nanoTime() - before);
count++;
if (java.util.Arrays.stream(chunk.getSections()).anyMatch(s -> !s.hasOnlyAir())) land++;
}
long elapsed = System.nanoTime() - start;
rings.add(Map.of("radius", radius, "elapsed_ms", millis(elapsed), "cumulative_chunks", count));
SanctuaryMod.LOGGER.info("Generation benchmark {} seed {} ring {}: {} FULL chunks, {} ms",
capacity.players(), level.getSeed(), radius, count, millis(elapsed));
}
report.put("spawn_area_ms", millis(System.nanoTime() - areaStart));
report.put("spawn_area_full_chunks", count); report.put("spawn_area_nonempty_chunks", land);
report.put("rings", rings); report.put("spawn_area_chunk_latency_ms", latency(chunkTimes));
// Continue east through a regional boundary, with a five-chunk-wide corridor.
// This exposes stalls during exploration instead of timing only the initial region.
List<Map<String, Object>> steps = new ArrayList<>();
chunkTimes.clear();
long exploreStart = System.nanoTime();
for (int x = 9; x <= 24; x++) {
long start = System.nanoTime();
for (int z = -2; z <= 2; z++) {
long before = System.nanoTime();
full(helper, level, cx + x, cz + z);
chunkTimes.add(System.nanoTime() - before);
}
long elapsed = System.nanoTime() - start;
steps.add(Map.of("chunk_x", cx + x, "elapsed_ms", millis(elapsed)));
SanctuaryMod.LOGGER.info("Generation benchmark {} seed {} exploration column {}: {} ms",
capacity.players(), level.getSeed(), cx + x, millis(elapsed));
}
report.put("exploration_ms", millis(System.nanoTime() - exploreStart));
report.put("exploration_full_chunks", 80); report.put("exploration_steps", steps);
report.put("exploration_chunk_latency_ms", latency(chunkTimes));
report.put("regions_cached", PopulationHydrologyRuntime.cachedRegionCount(level.getChunkSource().randomState()));
report.put("scope", "Fresh development world; 289 FULL chunks around natural spawn, then 80 eastward FULL chunks. "
+ "Synchronous server requests include dependent generation up to FULL, not guaranteed ticking readiness, client GPU, network, FPS or player load. "
+ "World creation before the test is timed separately by Minecraft's startup log.");
helper.assertTrue(count == 289 && land > 100, "The benchmark must generate actual playable terrain");
report.put("passed", true);
Path output = Path.of("diagnostics", "generation-performance-players-" + capacity.players() + "-seed-" + level.getSeed() + ".json");
Files.createDirectories(output.getParent());
Files.writeString(output, new GsonBuilder().setPrettyPrinting().create().toJson(report) + "\n");
helper.succeed();
}
private static LevelChunk full(GameTestHelper helper, ServerLevel level, int x, int z) {
var chunk = level.getChunkSource().getChunk(x, z, ChunkStatus.FULL, true);
helper.assertTrue(chunk instanceof LevelChunk, "Benchmark requires completed chunk " + new ChunkPos(x, z));
return (LevelChunk) chunk;
}
private static double millis(long nanos) { return nanos / 1_000_000.0; }
private static Map<String, Double> latency(List<Long> times) {
var sorted = times.stream().sorted().toList();
return Map.of("median", millis(sorted.get(sorted.size() / 2)),
"p95", millis(sorted.get((int) Math.ceil(sorted.size() * .95) - 1)),
"max", millis(sorted.getLast()));
}
}
@@ -1,53 +0,0 @@
package fr.koka.sanctuary.gametest.mixin;
import fr.koka.sanctuary.SanctuaryMod;
import fr.koka.sanctuary.gametest.SanctuaryWorldGameTests;
import net.minecraft.core.registries.Registries;
import net.minecraft.gametest.framework.GameTestServer;
import net.minecraft.resources.ResourceKey;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.levelgen.presets.WorldPreset;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.ModifyArg;
import org.spongepowered.asm.mixin.injection.Redirect;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/** Test-only: run the real Sanctuary datapack instead of the framework's flat fixture. */
@Mixin(GameTestServer.class)
public abstract class SanctuaryGameTestServerMixin {
@ModifyArg(method = "<clinit>", at = @At(value = "INVOKE", target =
"Lnet/minecraft/world/level/levelgen/WorldOptions;<init>(JZZ)V"), index = 0)
private static long sanctuary$testSeed(long original) {
return Long.getLong("sanctuary.test.seed", 0L);
}
@ModifyArg(method = "<clinit>", at = @At(value = "INVOKE", target =
"Lnet/minecraft/world/level/levelgen/WorldOptions;<init>(JZZ)V"), index = 1)
private static boolean sanctuary$enableStructureGeneration(boolean original) {
return true;
}
@Redirect(method = "lambda$create$1", at = @At(value = "FIELD", target =
"Lnet/minecraft/world/level/levelgen/presets/WorldPresets;FLAT_ALL_DIMENSIONS:Lnet/minecraft/resources/ResourceKey;"))
private static ResourceKey<WorldPreset> sanctuary$selectActualPreset() {
int players = Integer.getInteger("sanctuary.test.players", 10);
String preset = switch (players) {
case 5 -> "sanctuary_5";
case 10 -> "sanctuary";
case 20 -> "sanctuary_20";
case 100 -> "sanctuary_100";
default -> throw new IllegalArgumentException("Test geometry must be 5, 10, 20 or 100");
};
return ResourceKey.create(Registries.WORLD_PRESET, SanctuaryMod.id(preset));
}
@Inject(method = "startTests", at = @At("HEAD"))
private void sanctuary$captureInitialSpawn(ServerLevel level, CallbackInfo ci) {
// The framework moves its own spawn to a random test grid after this point.
SanctuaryWorldGameTests.initialSpawn = level.getRespawnData();
fr.koka.sanctuary.gametest.PopulationDiagnostics.regionsAtInitialSpawn =
fr.koka.sanctuary.worldgen.PopulationHydrologyRuntime.cachedRegionCount(level.getChunkSource().randomState());
}
}
@@ -1,186 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import java.util.ArrayList;
import java.util.Collections;
import java.util.List;
import java.util.Map;
import java.util.Random;
import java.util.concurrent.Callable;
import java.util.concurrent.Executors;
import java.util.concurrent.atomic.AtomicInteger;
import net.minecraft.core.Holder;
import net.minecraft.resources.Identifier;
import net.minecraft.util.Interval;
import net.minecraft.util.RandomSource;
import net.minecraft.util.context.ContextKey;
import net.minecraft.util.context.ContextMap;
import net.minecraft.world.level.levelgen.densityfunction.*;
import net.minecraft.world.level.levelgen.densityfunction.op.InterpolatedFunction;
import net.minecraft.world.level.levelgen.densityfunction.op.UnaryFunction;
import net.minecraft.world.level.levelgen.synth.Noise;
import net.minecraft.world.level.levelgen.synth.NormalNoise;
/** Adversarial checks against the actual vanilla scalar implementation, requiring no chunks. */
public final class ExactInterpolationChecks {
private static final ContextKey<Float> SHIFT = ContextKey.vanilla("sanctuary_test_interpolation_shift");
private static final ContextKey<float[]> MUTABLE = ContextKey.vanilla("sanctuary_test_mutable_interpolation_shift");
private static final float[] NO_MUTATION = {0};
private static final DensityFunction.CompileContext COMPILE = new DensityFunction.CompileContext() {
@Override public Noise createNoiseSampler(Holder<NormalNoise> noise) { throw new AssertionError("No noise needed"); }
@Override public RandomSource createRandom(Identifier id) { throw new AssertionError("No random needed"); }
@Override public RandomSource createEndIslandRandom() { throw new AssertionError("No End needed"); }
};
private ExactInterpolationChecks() {}
public static Map<String, Object> verify() throws Exception {
long checked = 0;
for (int[] sizes : new int[][]{{8, 4}, {3, 5}, {1, 1}}) {
var input = new Probe(31);
DensityFunction expression = expression(input, sizes[0], sizes[1]);
var reference = expression.compileSampler(COMPILE);
var cached = cached(input, sizes[0], sizes[1]);
SamplerContext first = context(0), second = context(0.0625f);
var points = new ArrayList<int[]>();
for (int x = -13; x <= 13; x++) for (int y = -7; y <= 11; y++) for (int z = -9; z <= 9; z++)
points.add(new int[]{x, y, z});
Collections.shuffle(points, new Random(73));
for (var context : List.of(first, second, first)) for (var p : points) {
same(reference.sampleValue(context, p[0], p[1], p[2]), cached.sampleValue(context, p[0], p[1], p[2]), "scalar/context");
checked++;
}
var volume = new DensityVolume(13, 17, 11, -19, -9, -17, 3, 2, 5);
DensityBuffer actual = DensityBuffer.createUnpooled(volume.size());
cached.sampleVolume(first, actual, volume);
for (int z = 0; z < volume.sizeZ(); z++) for (int x = 0; x < volume.sizeX(); x++) for (int y = 0; y < volume.sizeY(); y++) {
same(reference.sampleValue(first, volume.blockX(x), volume.blockY(y), volume.blockZ(z)),
actual.get(volume.indexUnchecked(x, y, z)), "non-unit volume");
checked++;
}
}
// A scalar and a bulk input intentionally differ in Probe. This catches accidental
// replacement of the aligned scalar branch with one of the cached lattice corners.
var counted = new Probe(91);
var cached = cached(counted, 8, 4);
var stable = context(0);
for (int repeat = 0; repeat < 2; repeat++)
for (int x = 1; x < 8; x++) for (int y = 1; y < 4; y++) for (int z = 1; z < 8; z++) cached.sampleValue(stable, x, y, z);
require(counted.volumeCalls.get() == 1, "A reused cell must sample its eight corners only once");
int alignedBefore = counted.scalarCalls.get();
cached.sampleValue(stable, 0, 0, 0);
require(counted.scalarCalls.get() == alignedBefore + 1, "Aligned nodes retain their separate scalar input path");
var reference = expression(counted, 8, 4).compileSampler(COMPILE);
// More distinct cells than the bounded cache holds; collisions and replacement must
// remain invisible to both forward and reverse traversals.
for (int direction : new int[]{1, -1}) for (int index = 0; index < 9000; index++) {
int i = direction > 0 ? index : 8999 - index;
int x = (i % 113 - 56) * 8 + 1, y = ((i / 113) % 97 - 48) * 4 + 1, z = (i % 67 - 33) * 8 + 3;
same(reference.sampleValue(stable, x, y, z), cached.sampleValue(stable, x, y, z), "cache replacement");
checked++;
}
var other = cached(new Probe(999), 8, 4);
var otherReference = expression(new Probe(999), 8, 4).compileSampler(COMPILE);
for (int i = 0; i < 128; i++) {
same(reference.sampleValue(stable, i - 67, 21, -3), cached.sampleValue(stable, i - 67, 21, -3), "sampler identity A");
same(otherReference.sampleValue(stable, i - 67, 21, -3), other.sampleValue(stable, i - 67, 21, -3), "sampler identity B");
checked += 2;
}
try (var executor = Executors.newFixedThreadPool(3)) {
List<Callable<Integer>> tasks = new ArrayList<>();
for (int worker = 0; worker < 3; worker++) {
final int id = worker;
tasks.add(() -> {
var local = context(id * 0.03125f);
for (int i = 0; i < 3000; i++) {
int x = (i * 17 + id) % 251 - 125, y = i % 384, z = (i * 37 - id) % 257 - 128;
same(reference.sampleValue(local, x, y, z), cached.sampleValue(local, x, y, z), "concurrent shared sampler");
}
return 3000;
});
}
for (var result : executor.invokeAll(tasks)) checked += result.get();
}
var plain = new ProbeFunction(new Probe(42));
require(ExactInterpolationSampler.compileTerrain(plain, COMPILE) == plain.probe,
"Unrecognized expressions must preserve their original sampler");
require(!ExactInterpolationSampler.supportsTerrain(expression(new Probe(42), 8, 4)),
"An opaque/contextual input must not be cached merely because its outer expression matches");
float[] payload = {0};
var mutable = SamplerContext.builder().setUserFields(ContextMap.builder().set(MUTABLE, payload).build()).build();
var fallback = ExactInterpolationSampler.compileTerrain(expression(new Probe(42), 8, 4), COMPILE);
float before = fallback.sampleValue(mutable, 1, 2, 3);
payload[0] = 0.125f;
float after = fallback.sampleValue(mutable, 1, 2, 3);
require(Float.floatToRawIntBits(before) != Float.floatToRawIntBits(after),
"The fallback must observe mutable context payloads even when context identity stays the same");
var nestedInput = new Probe(817);
var nested = cached(nestedInput, 8, 4);
var nestedReference = expression(new Probe(817), 8, 4).compileSampler(COMPILE);
var outerInput = new Probe(83);
outerInput.nested = nested;
var outer = cached(outerInput, 8, 4);
var outerReference = expression(outerInput, 8, 4).compileSampler(COMPILE);
for (int i = 0; i < 128; i++) {
int x = i - 65;
same(outerReference.sampleValue(stable, x, 23, -7), outer.sampleValue(stable, x, 23, -7), "nested outer request");
same(nestedReference.sampleValue(stable, x, 23, -7), nested.sampleValue(stable, x, 23, -7), "nested cache identity");
checked += 2;
}
return Map.of("bitwise_comparisons", checked, "repeated_cell_corner_batches", 1,
"concurrent_workers", 3, "aligned_scalar_path_preserved", true, "passed", true);
}
private static DensityFunction expression(Probe probe, int xz, int y) {
return new UnaryFunction(UnaryFunction.Type.SQUEEZE, new InterpolatedFunction(new ProbeFunction(probe), xz, y));
}
private static DensitySampler cached(Probe probe, int xz, int y) {
return new UnaryFunction.SqueezeSampler(new ExactInterpolationSampler(probe, xz, y));
}
private static SamplerContext context(float shift) {
return SamplerContext.builder().setUserFields(ContextMap.builder().set(SHIFT, shift).build()).build();
}
private record ProbeFunction(Probe probe) implements DensityFunction {
@Override public DensitySampler compileSampler(CompileContext context) { return probe; }
@Override public DensityFunction rewriteChildren(DfRewriteRule rule) { return this; }
@Override public Interval range() { return Interval.of(-2, 2); }
@Override public int domainAxes() { return ALL_AXES; }
@Override public MapCodec<ProbeFunction> codec() { return MapCodec.unit(this); }
}
private static final class Probe implements DensitySampler {
final int seed;
final AtomicInteger scalarCalls = new AtomicInteger(), volumeCalls = new AtomicInteger();
DensitySampler nested;
Probe(int seed) { this.seed = seed; }
private float value(SamplerContext context, int x, int y, int z) {
int hash = (x * 73428767 ^ y * 912931 ^ z * 4382893 ^ seed);
hash ^= hash >>> 15;
float[] mutable = context.getFieldOrDefault(MUTABLE, NO_MUTATION);
return Float.intBitsToFloat(0x3e000000 | (hash & 0x007fffff)) - 0.19f
+ context.getFieldOrDefault(SHIFT, 0f) + mutable[0];
}
@Override public float sampleValue(SamplerContext context, int x, int y, int z) {
scalarCalls.incrementAndGet();
return value(context, x, y, z) + 0.03125f;
}
@Override public void sampleVolume(SamplerContext context, DensityBuffer buffer, DensityVolume volume) {
volumeCalls.incrementAndGet();
if (nested != null) nested.sampleValue(context, volume.minBlockX() + 1, volume.minBlockY() + 1, volume.minBlockZ() + 1);
for (int z = 0; z < volume.sizeZ(); z++) for (int x = 0; x < volume.sizeX(); x++) for (int y = 0; y < volume.sizeY(); y++)
buffer.set(volume.indexUnchecked(x, y, z), value(context, volume.blockX(x), volume.blockY(y), volume.blockZ(z)));
}
}
private static void same(float expected, float actual, String label) {
if (Float.floatToRawIntBits(expected) != Float.floatToRawIntBits(actual))
throw new AssertionError(label + ": expected " + Float.toHexString(expected) + ", actual " + Float.toHexString(actual));
}
private static void require(boolean condition, String message) { if (!condition) throw new AssertionError(message); }
}
@@ -1,17 +0,0 @@
{
"schemaVersion": 1,
"id": "sanctuary-gametest",
"version": "1.0.0",
"name": "Sanctuary generation tests",
"environment": "*",
"license": "GPL-3.0-or-later",
"entrypoints": {
"fabric-gametest": ["${gametest_entrypoint}"],
"fabric-client-gametest": ["fr.koka.sanctuary.gametest.SanctuaryClientRenderTests"]
},
"mixins": ["sanctuary-gametest.mixins.json"],
"depends": {
"sanctuary": "*",
"fabric-gametest-api-v1": "*"
}
}
@@ -1,7 +0,0 @@
{
"required": true,
"package": "fr.koka.sanctuary.gametest.mixin",
"compatibilityLevel": "JAVA_25",
"mixins": ["SanctuaryGameTestServerMixin"],
"injectors": {"defaultRequire": 1}
}
@@ -1,68 +0,0 @@
package fr.koka.sanctuary;
import fr.koka.sanctuary.worldgen.CavernIslandBiomeSource;
import fr.koka.sanctuary.worldgen.PopulationIslandDensity;
import fr.koka.sanctuary.worldgen.PopulationIslandBiomeSource;
import fr.koka.sanctuary.worldgen.PopulationGrovesFeature;
import fr.koka.sanctuary.worldgen.PopulationDecorationsFeature;
import fr.koka.sanctuary.worldgen.PopulationShoreSugarCaneFeature;
import fr.koka.sanctuary.worldgen.CavernGrovesFeature;
import fr.koka.sanctuary.worldgen.CavernDecorationsFeature;
import fr.koka.sanctuary.worldgen.CavernShoreSugarCaneFeature;
import fr.koka.sanctuary.worldgen.RiftIslandDensity;
import fr.koka.sanctuary.worldgen.RiftIslandBiomeSource;
import fr.koka.sanctuary.worldgen.RiftGrovesFeature;
import fr.koka.sanctuary.worldgen.RiftShoreSugarCaneFeature;
import fr.koka.sanctuary.worldgen.MainIslandDensity;
import fr.koka.sanctuary.worldgen.WoodlandIslandBiomeSource;
import fr.koka.sanctuary.worldgen.WoodlandShoreSugarCaneFeature;
import fr.koka.sanctuary.worldgen.WoodlandGrovesFeature;
import fr.koka.sanctuary.worldgen.NaturalShoreSugarCaneFeature;
import fr.koka.sanctuary.worldgen.TemperateIslandBiomeSource;
import fr.koka.sanctuary.worldgen.LayeredIslandBiomeSource;
import fr.koka.sanctuary.worldgen.LayeredShoreSugarCaneFeature;
import fr.koka.sanctuary.worldgen.LowerTerraceVegetationFeature;
import fr.koka.sanctuary.worldgen.ShoreSugarCaneFeature;
import net.fabricmc.api.ModInitializer;
import net.minecraft.core.Registry;
import net.minecraft.core.registries.BuiltInRegistries;
import net.minecraft.resources.Identifier;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
public final class SanctuaryMod implements ModInitializer {
public static final String ID = "sanctuary";
public static final Logger LOGGER = LoggerFactory.getLogger(ID);
public static Identifier id(String path) {
return Identifier.fromNamespaceAndPath(ID, path);
}
@Override
public void onInitialize() {
Registry.register(BuiltInRegistries.DENSITY_FUNCTION_TYPE, id("main_island"), MainIslandDensity.CODEC);
Registry.register(BuiltInRegistries.DENSITY_FUNCTION_TYPE, id("population_island"), PopulationIslandDensity.CODEC);
Registry.register(BuiltInRegistries.BIOME_SOURCE, id("population_island"), PopulationIslandBiomeSource.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("population_groves"), PopulationGrovesFeature.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("population_decorations"), PopulationDecorationsFeature.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("population_shore_sugar_cane"), PopulationShoreSugarCaneFeature.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("shore_sugar_cane"), ShoreSugarCaneFeature.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("natural_shore_sugar_cane"), NaturalShoreSugarCaneFeature.CODEC);
Registry.register(BuiltInRegistries.BIOME_SOURCE, id("temperate_island"), TemperateIslandBiomeSource.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("layered_shore_sugar_cane"), LayeredShoreSugarCaneFeature.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("lower_terrace_vegetation"), LowerTerraceVegetationFeature.CODEC);
Registry.register(BuiltInRegistries.BIOME_SOURCE, id("layered_island"), LayeredIslandBiomeSource.CODEC);
Registry.register(BuiltInRegistries.BIOME_SOURCE, id("woodland_island"), WoodlandIslandBiomeSource.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("woodland_shore_sugar_cane"), WoodlandShoreSugarCaneFeature.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("woodland_groves"), WoodlandGrovesFeature.CODEC);
Registry.register(BuiltInRegistries.DENSITY_FUNCTION_TYPE, id("rift_island"), RiftIslandDensity.CODEC);
Registry.register(BuiltInRegistries.BIOME_SOURCE, id("rift_island"), RiftIslandBiomeSource.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("rift_groves"), RiftGrovesFeature.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("rift_shore_sugar_cane"), RiftShoreSugarCaneFeature.CODEC);
Registry.register(BuiltInRegistries.BIOME_SOURCE, id("cavern_island"), CavernIslandBiomeSource.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("cavern_groves"), CavernGrovesFeature.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("cavern_decorations"), CavernDecorationsFeature.CODEC);
Registry.register(BuiltInRegistries.FEATURE_TYPE, id("cavern_shore_sugar_cane"), CavernShoreSugarCaneFeature.CODEC);
LOGGER.info("Sanctuary initialized: the Sanctuary world preset is available.");
}
}
@@ -1,17 +0,0 @@
package fr.koka.sanctuary.client;
import fr.koka.sanctuary.SanctuaryMod;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.resources.Identifier;
/** Client visuals belonging only to the new floating-world dimension type. */
public final class SanctuarySky {
private static final Identifier FLOATING_WORLD = SanctuaryMod.id("sanctuary_384");
private SanctuarySky() {
}
public static boolean isFloatingWorld(ClientLevel level) {
return level.dimensionTypeRegistration().is(FLOATING_WORLD);
}
}
@@ -1,37 +0,0 @@
package fr.koka.sanctuary.mixin;
import fr.koka.sanctuary.worldgen.CavernSpringOutlets;
import fr.koka.sanctuary.worldgen.PopulationSpringOutlets;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.chunk.LevelChunk;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Unique;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/** Finish only pending generation markers; completed saved chunks are never repaired on reload. */
@Mixin(LevelChunk.class)
public abstract class CavernSpringOutletMixin {
@Unique
private PopulationSpringOutlets.Pending sanctuary$pendingPopulationOutlets = PopulationSpringOutlets.Pending.EMPTY;
@Unique
private CavernSpringOutlets.Pending sanctuary$pendingCavernOutlets = CavernSpringOutlets.Pending.EMPTY;
@Inject(method = "postProcessGeneration", at = @At("HEAD"))
private void sanctuary$captureCavernOutlets(ServerLevel level, CallbackInfo callback) {
sanctuary$pendingPopulationOutlets = PopulationSpringOutlets.capturePending(level, (LevelChunk) (Object) this);
sanctuary$pendingCavernOutlets = CavernSpringOutlets.capturePending(level, (LevelChunk) (Object) this);
}
@Inject(method = "postProcessGeneration", at = @At("TAIL"))
private void sanctuary$finishCavernOutlets(ServerLevel level, CallbackInfo callback) {
var population = sanctuary$pendingPopulationOutlets;
sanctuary$pendingPopulationOutlets = PopulationSpringOutlets.Pending.EMPTY;
PopulationSpringOutlets.finish(level, (LevelChunk) (Object) this, population);
var pending = sanctuary$pendingCavernOutlets;
sanctuary$pendingCavernOutlets = CavernSpringOutlets.Pending.EMPTY;
CavernSpringOutlets.finish(level, (LevelChunk) (Object) this, pending);
}
}
@@ -1,20 +0,0 @@
package fr.koka.sanctuary.mixin;
import fr.koka.sanctuary.worldgen.SanctuarySpawn;
import net.minecraft.server.MinecraftServer;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.server.level.progress.LevelLoadListener;
import net.minecraft.world.level.storage.ServerLevelData;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
@Mixin(MinecraftServer.class)
public abstract class InitialSpawnMixin {
@Inject(method = "setInitialSpawn", at = @At("RETURN"))
private static void sanctuary$initialSpawn(ServerLevel level, ServerLevelData data, boolean bonusChest,
boolean debugWorld, LevelLoadListener listener, CallbackInfo ci) {
SanctuarySpawn.initialize(level);
}
}
@@ -1,29 +0,0 @@
package fr.koka.sanctuary.mixin;
import fr.koka.sanctuary.worldgen.LayeredSpringOutlets;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.chunk.LevelChunk;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Unique;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/** Finish only pending generation markers; completed saved chunks are never repaired on reload. */
@Mixin(LevelChunk.class)
public abstract class LayeredSpringOutletMixin {
@Unique
private LayeredSpringOutlets.Pending sanctuary$pendingSpringOutlets = LayeredSpringOutlets.Pending.EMPTY;
@Inject(method = "postProcessGeneration", at = @At("HEAD"))
private void sanctuary$captureSpringOutlets(ServerLevel level, CallbackInfo callback) {
sanctuary$pendingSpringOutlets = LayeredSpringOutlets.capturePending(level, (LevelChunk) (Object) this);
}
@Inject(method = "postProcessGeneration", at = @At("TAIL"))
private void sanctuary$finishSpringOutlets(ServerLevel level, CallbackInfo callback) {
var pending = sanctuary$pendingSpringOutlets;
sanctuary$pendingSpringOutlets = LayeredSpringOutlets.Pending.EMPTY;
LayeredSpringOutlets.finish(level, (LevelChunk) (Object) this, pending);
}
}
@@ -1,29 +0,0 @@
package fr.koka.sanctuary.mixin;
import fr.koka.sanctuary.worldgen.RiftSpringOutlets;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.chunk.LevelChunk;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Unique;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/** Finish only pending generation markers; completed saved chunks are never repaired on reload. */
@Mixin(LevelChunk.class)
public abstract class RiftSpringOutletMixin {
@Unique
private RiftSpringOutlets.Pending sanctuary$pendingRiftOutlets = RiftSpringOutlets.Pending.EMPTY;
@Inject(method = "postProcessGeneration", at = @At("HEAD"))
private void sanctuary$captureRiftOutlets(ServerLevel level, CallbackInfo callback) {
sanctuary$pendingRiftOutlets = RiftSpringOutlets.capturePending(level, (LevelChunk) (Object) this);
}
@Inject(method = "postProcessGeneration", at = @At("TAIL"))
private void sanctuary$finishRiftOutlets(ServerLevel level, CallbackInfo callback) {
var pending = sanctuary$pendingRiftOutlets;
sanctuary$pendingRiftOutlets = RiftSpringOutlets.Pending.EMPTY;
RiftSpringOutlets.finish(level, (LevelChunk) (Object) this, pending);
}
}
@@ -1,71 +0,0 @@
package fr.koka.sanctuary.mixin;
import fr.koka.sanctuary.worldgen.HydrologyRuntime;
import fr.koka.sanctuary.worldgen.NaturalHydrologyRuntime;
import fr.koka.sanctuary.worldgen.LayeredHydrologyRuntime;
import fr.koka.sanctuary.worldgen.WoodlandHydrologyRuntime;
import fr.koka.sanctuary.worldgen.RiftHydrologyRuntime;
import fr.koka.sanctuary.worldgen.CavernHydrologyRuntime;
import fr.koka.sanctuary.worldgen.PopulationHydrologyRuntime;
import java.util.Set;
import java.util.concurrent.CompletableFuture;
import net.minecraft.core.Holder;
import net.minecraft.server.level.WorldGenRegion;
import net.minecraft.world.level.StructureManager;
import net.minecraft.world.level.biome.Biome;
import net.minecraft.world.level.biome.BiomeManager;
import net.minecraft.world.level.chunk.ChunkAccess;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.RandomState;
import net.minecraft.world.level.levelgen.blending.Blender;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
/** The terrain future completes before decoration starts; never reads or writes another chunk. */
@Mixin(NoiseBasedChunkGenerator.class)
public abstract class SurfaceHydrologyMixin {
@Inject(method = "buildTerrain", at = @At("RETURN"), cancellable = true)
private void sanctuary$surfaceWater(ChunkAccess chunk, Blender blender, RandomState randomState,
StructureManager structures, BiomeManager biomeManager, WorldGenRegion region,
Set<Holder<Biome>> biomes, CallbackInfoReturnable<CompletableFuture<ChunkAccess>> callback) {
var generator = (NoiseBasedChunkGenerator) (Object) this;
if (PopulationHydrologyRuntime.enabled(generator)) {
callback.setReturnValue(callback.getReturnValue().thenApply(generated -> {
PopulationHydrologyRuntime.apply(generator, randomState, generated);
return generated;
}));
} else if (CavernHydrologyRuntime.enabled(generator)) {
callback.setReturnValue(callback.getReturnValue().thenApply(generated -> {
CavernHydrologyRuntime.apply(generator, randomState, generated);
return generated;
}));
} else if (RiftHydrologyRuntime.enabled(generator)) {
callback.setReturnValue(callback.getReturnValue().thenApply(generated -> {
RiftHydrologyRuntime.apply(generator, randomState, generated);
return generated;
}));
} else if (WoodlandHydrologyRuntime.enabled(generator)) {
callback.setReturnValue(callback.getReturnValue().thenApply(generated -> {
WoodlandHydrologyRuntime.apply(generator, randomState, generated);
return generated;
}));
} else if (LayeredHydrologyRuntime.enabled(generator)) {
callback.setReturnValue(callback.getReturnValue().thenApply(generated -> {
LayeredHydrologyRuntime.apply(generator, randomState, generated);
return generated;
}));
} else if (NaturalHydrologyRuntime.enabled(generator)) {
callback.setReturnValue(callback.getReturnValue().thenApply(generated -> {
NaturalHydrologyRuntime.apply(generator, randomState, generated);
return generated;
}));
} else if (HydrologyRuntime.enabled(generator)) {
callback.setReturnValue(callback.getReturnValue().thenApply(generated -> {
HydrologyRuntime.apply(generator, randomState, generated);
return generated;
}));
}
}
}
@@ -1,29 +0,0 @@
package fr.koka.sanctuary.mixin;
import fr.koka.sanctuary.worldgen.WoodlandSpringOutlets;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.chunk.LevelChunk;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Unique;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/** Finish only pending generation markers; completed saved chunks are never repaired on reload. */
@Mixin(LevelChunk.class)
public abstract class WoodlandSpringOutletMixin {
@Unique
private WoodlandSpringOutlets.Pending sanctuary$pendingWoodlandOutlets = WoodlandSpringOutlets.Pending.EMPTY;
@Inject(method = "postProcessGeneration", at = @At("HEAD"))
private void sanctuary$captureWoodlandOutlets(ServerLevel level, CallbackInfo callback) {
sanctuary$pendingWoodlandOutlets = WoodlandSpringOutlets.capturePending(level, (LevelChunk) (Object) this);
}
@Inject(method = "postProcessGeneration", at = @At("TAIL"))
private void sanctuary$finishWoodlandOutlets(ServerLevel level, CallbackInfo callback) {
var pending = sanctuary$pendingWoodlandOutlets;
sanctuary$pendingWoodlandOutlets = WoodlandSpringOutlets.Pending.EMPTY;
WoodlandSpringOutlets.finish(level, (LevelChunk) (Object) this, pending);
}
}
@@ -1,24 +0,0 @@
package fr.koka.sanctuary.mixin.client;
import fr.koka.sanctuary.client.SanctuarySky;
import net.minecraft.client.Camera;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.client.renderer.fog.FogRenderer;
import net.minecraft.util.Mth;
import org.joml.Vector4f;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Redirect;
@Mixin(FogRenderer.class)
public abstract class SanctuaryFogMixin {
// Only the altitude-derived darkness is removed. Vanilla still applies
// blindness/darkness effects, weather, fluids and the normal distance fog.
@Redirect(method = "computeFogColor", at = @At(value = "INVOKE",
target = "Lnet/minecraft/util/Mth;clamp(FFF)F", ordinal = 0))
private float sanctuary$openVoidFog(float value, float minimum, float maximum,
Camera camera, float partialTicks, ClientLevel level,
int renderDistance, float darkenWorldAmount, Vector4f destination) {
return SanctuarySky.isFloatingWorld(level) ? 0.0F : Mth.clamp(value, minimum, maximum);
}
}
@@ -1,21 +0,0 @@
package fr.koka.sanctuary.mixin.client;
import fr.koka.sanctuary.client.SanctuarySky;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.client.renderer.SkyRenderer;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
@Mixin(SkyRenderer.class)
public abstract class SanctuarySkyMixin {
// Vanilla draws a black lower sky below Y=63 even when there is no terrain.
@Inject(method = "shouldRenderDarkDisc", at = @At("HEAD"), cancellable = true)
private void sanctuary$openLowerSky(float partialTicks, ClientLevel level,
CallbackInfoReturnable<Boolean> callback) {
if (SanctuarySky.isFloatingWorld(level)) {
callback.setReturnValue(false);
}
}
}
@@ -1,34 +0,0 @@
package fr.koka.sanctuary.worldgen;
/** Alpha.9 keeps the upper woodland climate and specializes sheltered lower layers. */
public final class CavernBiomePalette {
public enum Kind {
OAK_FOREST, BIRCH_FOREST, CLEARING, DRY_WOODLAND, ROCKY_HEATH,
DARK_GROVE, BAMBOO_GROVE, SULFUR_DEPTHS, LUSH_CAVES, DRIPSTONE_CAVES
}
private CavernBiomePalette() {}
public static Kind select(int blockY, float variation, float moisture) {
double elevation = blockY - Math.clamp(variation, -1.0F, 1.0F) * 16
- Math.clamp(moisture, -1.0F, 1.0F) * 10;
// Small climate pockets replace alpha.8's broad sulfur province. Neither
// mineral pockets nor cave vegetation can take over the upper forest.
if (blockY < 176 && elevation < 168 && variation > 0.22F && variation < 0.42F
&& moisture > -0.42F && moisture < -0.12F) return Kind.SULFUR_DEPTHS;
if (variation > 0.48F) return Kind.ROCKY_HEATH;
if (blockY < 184 && elevation < 180) {
if (moisture > 0.05F && variation > -0.32F) return Kind.LUSH_CAVES;
if (moisture < -0.18F && variation < 0.22F) return Kind.DRIPSTONE_CAVES;
}
if (elevation < 214) {
if (variation < -0.45F && moisture > 0.40F) return Kind.BAMBOO_GROVE;
double shelteredMoisture = moisture + Math.min(0.55, (214 - elevation) / 160);
if (shelteredMoisture > -0.08) return Kind.DARK_GROVE;
}
if (moisture < -0.55F && variation > -0.25F) return Kind.DRY_WOODLAND;
if (Math.abs(variation) < 0.09F && moisture < 0.35F) return Kind.CLEARING;
if (variation < -0.33F) return Kind.BIRCH_FOREST;
return Kind.OAK_FOREST;
}
}
@@ -1,296 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.ArrayList;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.core.registries.Registries;
import net.minecraft.resources.ResourceKey;
import net.minecraft.tags.BlockTags;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.WorldGenLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.AmethystClusterBlock;
import net.minecraft.world.level.block.CaveVines;
import net.minecraft.world.level.block.GrowingPlantHeadBlock;
import net.minecraft.world.level.block.PotentSulfurBlock;
import net.minecraft.world.level.block.SpeleothemBlock;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.block.state.properties.PotentSulfurState;
import net.minecraft.world.level.block.state.properties.SpeleothemThickness;
import net.minecraft.world.level.chunk.ChunkGenerator;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.RandomState;
import net.minecraft.world.level.levelgen.feature.Feature;
import net.minecraft.world.level.levelgen.feature.GeodeFeature;
/** Decorations in existing lower cavities only. All writes belong to the owner's chunk. */
public final class CavernDecorationsFeature implements Feature {
public static final MapCodec<CavernDecorationsFeature> CODEC = MapCodec.unit(CavernDecorationsFeature::new);
private static final ResourceKey<Feature> GEODE = ResourceKey.create(Registries.FEATURE, SanctuaryMod.id("cavern_amethyst_geode"));
private static final Direction[] SIDES = {Direction.NORTH, Direction.SOUTH, Direction.WEST, Direction.EAST};
public enum Kind { LUSH, DRIPSTONE, SULFUR, GEODE }
public record Candidate(Kind kind, BlockPos floor, BlockPos ceiling) {
public Candidate { floor = floor.immutable(); ceiling = ceiling.immutable(); }
}
@Override public MapCodec<CavernDecorationsFeature> codec() { return CODEC; }
/** Pure, bounded probes for development diagnostics; no chunk loads or successful-placement promise. */
public static List<Candidate> candidates(NoiseBasedChunkGenerator generator, RandomState state, int chunkX, int chunkZ) {
if (!CavernHydrologyRuntime.enabled(generator) || Math.abs(chunkX) > 17 || Math.abs(chunkZ) > 17) return List.of();
var density = generator.generatorSettings().value().noiseRouter().finalDensity();
WoodlandGroveGeometry.Sampler sampler = (x, y, z) -> state.sampleBlockValueUncached(density, x, y, z);
var biomes = generator.getBiomeSource().createUncachedResolver(state);
List<Candidate> found = new ArrayList<>();
for (int[] offset : new int[][]{{4, 4}, {4, 12}, {12, 4}, {12, 12}, {8, 8}}) {
int x = chunkX * 16 + offset[0], z = chunkZ * 16 + offset[1], floors = 0;
for (int y = 182; y >= 40; y--) {
if (sampler.sample(x, y, z) <= 0 || sampler.sample(x, y + 1, z) > 0
|| sampler.sample(x, y + 2, z) > 0 || sampler.sample(x, y - 1, z) <= 0
|| sampler.sample(x, y - 2, z) <= 0) continue;
int roof = y + 3;
while (roof <= Math.min(230, y + 48) && sampler.sample(x, roof, z) <= 0) roof++;
if (roof > Math.min(230, y + 48) || roof - y < 6
|| sampler.sample(x, roof + 1, z) <= 0) continue;
BlockPos floor = new BlockPos(x, y, z), ceiling = new BlockPos(x, roof, z);
var biome = biomes.getNoiseBiome(x >> 2, (y + 1) >> 2, z >> 2);
if (biome.is(CavernIslandBiomeSource.LUSH_CAVES)) found.add(new Candidate(Kind.LUSH, floor, ceiling));
else if (biome.is(CavernIslandBiomeSource.DRIPSTONE_CAVES)) found.add(new Candidate(Kind.DRIPSTONE, floor, ceiling));
else if (biome.is(CavernIslandBiomeSource.SULFUR_DEPTHS) && y < 176)
found.add(new Candidate(Kind.SULFUR, floor, ceiling));
if (offset[0] == 8 && offset[1] == 8 && Math.floorMod(chunkSeed(state.seed(), chunkX, chunkZ, 0x9501L), 8) == 0)
found.add(new Candidate(Kind.GEODE, floor, ceiling));
if (++floors >= 3) break;
}
}
// Geodes keep their entry free before this feature's moss, grass or pointed
// dripstone can occupy it. Stable sorting preserves every other candidate order.
found.sort(java.util.Comparator.comparingInt(candidate -> candidate.kind() == Kind.GEODE ? 0 : 1));
return List.copyOf(found);
}
@Override public boolean place(WorldGenLevel level, ChunkGenerator generator, RandomSource ignored, BlockPos origin) {
if (!(generator instanceof NoiseBasedChunkGenerator noise) || !CavernHydrologyRuntime.enabled(noise)) return false;
var state = level.getLevel().getChunkSource().randomState();
var density = noise.generatorSettings().value().noiseRouter().finalDensity();
WoodlandGroveGeometry.Sampler sampler = (x, y, z) -> state.sampleBlockValueUncached(density, x, y, z);
int cx = origin.getX() >> 4, cz = origin.getZ() >> 4;
boolean changed = false, geyser = false, geode = false;
for (Candidate candidate : candidates(noise, state, cx, cz)) {
BlockPos floor = candidate.floor();
if (!stable(level, sampler, floor) || !level.getBlockState(floor.above()).isAir()) continue;
long seed = WoodlandGroveGeometry.seed(state.seed(), floor.getX(), floor.getY(), floor.getZ(), 0x9502L);
switch (candidate.kind()) {
case LUSH -> changed |= lush(level, noise, state, sampler, candidate, seed);
case DRIPSTONE -> changed |= dripstone(level, noise, state, sampler, candidate, seed);
case SULFUR -> {
if (!geyser && Math.floorMod(chunkSeed(state.seed(), cx, cz, 0x9503L), 2) == 0)
changed |= geyser = geyser(level, noise, state, sampler, candidate);
}
case GEODE -> { if (!geode) changed |= geode = geode(level, noise, state, sampler, candidate, seed); }
}
}
return changed;
}
private boolean lush(WorldGenLevel level, NoiseBasedChunkGenerator noise, RandomState state,
WoodlandGroveGeometry.Sampler sampler, Candidate site, long seed) {
BlockPos floor = site.floor(), roof = site.ceiling();
int gap = roof.getY() - floor.getY();
if (CavernHydrologyRuntime.protects(noise, state, floor, 3, gap + 2, 3)) return false;
boolean changed = false;
for (int dx = -2; dx <= 2; dx++) for (int dz = -2; dz <= 2; dz++) {
if (dx * dx + dz * dz > 5) continue;
BlockPos p = floor.offset(dx, 0, dz);
if (!stable(level, sampler, p) || !stable(level, sampler, p.below()) || !stable(level, sampler, p.below(2))
|| !level.getBlockState(p.above()).isAir()) continue;
setBlock(level, p, Blocks.MOSS_BLOCK.defaultBlockState());
long local = WoodlandGroveGeometry.seed(seed, p.getX(), p.getY(), p.getZ(), 0x9504L);
BlockState plant = (Math.floorMod(local, 5) == 0 ? Blocks.AZALEA : Math.floorMod(local, 3) == 0
? Blocks.MOSS_CARPET : Blocks.SHORT_GRASS).defaultBlockState();
if (plant.canSurvive(level, p.above())) setBlock(level, p.above(), plant);
changed = true;
}
// Real cave-vine heads and bodies remain harvestable and luminous via BERRIES.
int length = Math.min(gap - 3, 3 + Math.floorMod(seed, 6));
if (stable(level, sampler, roof) && stable(level, sampler, roof.above())) {
boolean free = true;
for (int d = 1; d <= length; d++) free &= level.getBlockState(roof.below(d)).isAir();
if (free) for (int d = 1; d <= length; d++) {
BlockPos p = roof.below(d);
BlockState vine = (d == length ? Blocks.CAVE_VINES : Blocks.CAVE_VINES_PLANT).defaultBlockState()
.setValue(CaveVines.BERRIES, d == length || Math.floorMod(seed + d, 3) == 0);
if (d == length) vine = vine.setValue(GrowingPlantHeadBlock.AGE, 25);
if (!vine.canSurvive(level, p)) break;
setBlock(level, p, vine); changed = true;
}
}
return changed;
}
private boolean dripstone(WorldGenLevel level, NoiseBasedChunkGenerator noise, RandomState state,
WoodlandGroveGeometry.Sampler sampler, Candidate site, long seed) {
BlockPos floor = site.floor(), roof = site.ceiling();
int gap = roof.getY() - floor.getY();
if (CavernHydrologyRuntime.protects(noise, state, floor, 1, gap + 2, 3)) return false;
int length = Math.min((gap - 3) / 2, 1 + Math.floorMod(seed, 4));
boolean changed = spike(level, sampler, floor, Direction.UP, length);
changed |= spike(level, sampler, roof, Direction.DOWN, length);
return changed;
}
private boolean spike(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler, BlockPos support, Direction direction, int length) {
if (length < 1 || !stable(level, sampler, support) || !stable(level, sampler, support.relative(direction.getOpposite()))) return false;
for (int d = 1; d <= length; d++) {
BlockPos p = support.relative(direction, d);
if (!level.getBlockState(p).isAir() || sampler.sample(p.getX(), p.getY(), p.getZ()) > 0) return false;
}
setBlock(level, support, Blocks.DRIPSTONE_BLOCK.defaultBlockState());
for (int d = 1; d <= length; d++) {
SpeleothemThickness thickness = d == length ? SpeleothemThickness.TIP
: d == length - 1 ? SpeleothemThickness.FRUSTUM : d == 1 ? SpeleothemThickness.BASE : SpeleothemThickness.MIDDLE;
BlockState pointed = Blocks.POINTED_DRIPSTONE.defaultBlockState().setValue(SpeleothemBlock.TIP_DIRECTION, direction)
.setValue(SpeleothemBlock.THICKNESS, thickness);
setBlock(level, support.relative(direction, d), pointed);
}
return true;
}
private boolean geyser(WorldGenLevel level, NoiseBasedChunkGenerator noise, RandomState state,
WoodlandGroveGeometry.Sampler sampler, Candidate site) {
BlockPos water = site.floor(), potent = water.below(), heat = water.below(2);
if (site.ceiling().getY() - water.getY() < 8
|| CavernHydrologyRuntime.protects(noise, state, water, 2, 8, 5)) return false;
for (int d = 0; d <= 4; d++) if (!stable(level, sampler, water.below(d))) return false;
for (Direction side : SIDES) for (int d = 0; d <= 2; d++)
if (!stable(level, sampler, water.below(d).relative(side))) return false;
for (int d = 1; d <= 7; d++) if (!level.getBlockState(water.above(d)).isAir()) return false;
// One source, four original rock walls, original deep support. Vanilla's
// periodic geyser ticker requires magma below potent sulfur and source water above.
setBlock(level, heat, Blocks.MAGMA_BLOCK.defaultBlockState());
setBlock(level, water, Blocks.WATER.defaultBlockState());
setBlock(level, potent, Blocks.POTENT_SULFUR.defaultBlockState().setValue(PotentSulfurBlock.STATE, PotentSulfurState.DORMANT));
level.getChunk(water).markPosForPostProcessing(water);
level.getChunk(potent).markPosForPostProcessing(potent);
return true;
}
private boolean geode(WorldGenLevel level, NoiseBasedChunkGenerator noise, RandomState state,
WoodlandGroveGeometry.Sampler sampler, Candidate site, long seed) {
BlockPos origin = site.floor().offset(-1, -9, -1);
// Include the vanilla write range, its crystal neighbours and the entrance.
// This asymmetric envelope is centred explicitly so its positive edge is protected too.
if (origin.getY() - 6 < 24 || !level.getBlockState(site.floor().above(2)).isAir()
|| CavernHydrologyRuntime.protects(noise, state, origin.offset(1, -6, 1), 7, 17, 0)) return false;
Map<BlockPos, BlockState> before = new LinkedHashMap<>();
for (int dx = -6; dx <= 8; dx++) for (int dz = -6; dz <= 8; dz++) for (int dy = -6; dy <= 11; dy++) {
BlockPos p = origin.offset(dx, dy, dz);
BlockState original = level.getBlockState(p);
// No block-entity data or fluid scheduler state needs to be restored.
if (original.hasBlockEntity() || !original.getFluidState().isEmpty()) return false;
before.put(p, original);
}
Feature feature = level.registryAccess().lookupOrThrow(Registries.FEATURE).getOrThrow(GEODE).value();
if (!(feature instanceof GeodeFeature geode) || geode.minGenOffset() != -5 || geode.maxGenOffset() != 7) return false;
boolean accepted = false;
try {
if (!geode.place(level, noise, RandomSource.create(seed), origin) || !naturalGeodeChanges(level, sampler, before)) return false;
var entrance = geodeEntrance(level, sampler, site.floor().above(), origin, before);
if (entrance.isEmpty()) return false;
for (BlockPos p : entrance) if (!level.getBlockState(p).isAir()) setBlock(level, p, Blocks.AIR.defaultBlockState());
if (!naturalGeodeChanges(level, sampler, before)) return false;
accepted = true;
return true;
} finally {
if (!accepted) before.forEach((p, original) -> {
if (!level.getBlockState(p).equals(original)) setBlock(level, p, original);
});
}
}
/** Test the actual vanilla mask, not unused bounding-box corners. A geode may
* excavate original rock but cannot fill original air or remove earlier decoration. */
private static boolean naturalGeodeChanges(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler,
Map<BlockPos, BlockState> before) {
for (var entry : before.entrySet()) {
BlockPos p = entry.getKey();
BlockState original = entry.getValue(), current = level.getBlockState(p);
if (original.equals(current)) continue;
if (!carvableOriginal(level, sampler, p, original)) return false;
}
return true;
}
private static boolean carvableOriginal(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler,
BlockPos p, BlockState original) {
return original != null && original.isCollisionShapeFullBlock(level, p)
&& !original.hasBlockEntity() && original.getFluidState().isEmpty()
&& !original.is(BlockTags.LOGS) && !original.is(BlockTags.LEAVES)
&& !original.is(Blocks.BUDDING_AMETHYST) && !original.is(Blocks.MAGMA_BLOCK)
&& sampler.sample(p.getX(), p.getY(), p.getZ()) > 0;
}
private static List<BlockPos> geodeEntrance(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler,
BlockPos start, BlockPos origin, Map<BlockPos, BlockState> before) {
var previous = new java.util.HashMap<BlockPos, BlockPos>();
var distances = new java.util.HashMap<BlockPos, Integer>();
var queue = new java.util.ArrayDeque<BlockPos>();
queue.add(start); distances.put(start, 0);
BlockPos destination = null;
while (!queue.isEmpty()) {
BlockPos p = queue.removeFirst();
int distance = distances.get(p);
boolean adjacentBudding = false;
for (Direction direction : Direction.values())
adjacentBudding |= level.getBlockState(p.relative(direction)).is(Blocks.BUDDING_AMETHYST)
|| level.getBlockState(p.above().relative(direction)).is(Blocks.BUDDING_AMETHYST);
if (p.getY() <= start.getY() - 3 && level.getBlockState(p).isAir()
&& level.getBlockState(p.above()).isAir() && adjacentBudding) { destination = p; break; }
if (distance >= 16) continue;
for (Direction direction : Direction.values()) {
BlockPos next = p.relative(direction);
if (Math.abs(next.getX() - start.getX()) > 6 || Math.abs(next.getZ() - start.getZ()) > 6
|| next.getY() < origin.getY() - 5 || next.getY() > start.getY()
|| distances.containsKey(next) || !before.containsKey(next) || !before.containsKey(next.above())) continue;
if (!entranceBlock(level, sampler, next, before) || !entranceBlock(level, sampler, next.above(), before)) continue;
distances.put(next, distance + 1); previous.put(next, p); queue.addLast(next);
}
}
if (destination == null) return List.of();
var passage = new java.util.LinkedHashSet<BlockPos>();
for (BlockPos p = destination; p != null; p = previous.get(p)) { passage.add(p); passage.add(p.above()); }
return List.copyOf(passage);
}
private static boolean entranceBlock(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler,
BlockPos p, Map<BlockPos, BlockState> before) {
BlockState current = level.getBlockState(p);
if (current.isAir()) return true;
// Keep every budding block and attached crystal. Search around them instead.
if (current.is(Blocks.BUDDING_AMETHYST) || current.is(Blocks.AMETHYST_CLUSTER)
|| current.is(Blocks.SMALL_AMETHYST_BUD) || current.is(Blocks.MEDIUM_AMETHYST_BUD)
|| current.is(Blocks.LARGE_AMETHYST_BUD)) return false;
for (Direction direction : Direction.values()) {
BlockState neighbour = level.getBlockState(p.relative(direction));
if (neighbour.getBlock() instanceof AmethystClusterBlock
&& neighbour.getValue(AmethystClusterBlock.FACING) == direction) return false;
}
return carvableOriginal(level, sampler, p, before.get(p));
}
private static boolean stable(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler, BlockPos p) {
BlockState state = level.getBlockState(p);
return sampler.sample(p.getX(), p.getY(), p.getZ()) > 0 && state.isCollisionShapeFullBlock(level, p)
&& state.getFluidState().isEmpty() && !state.hasBlockEntity() && !state.is(BlockTags.LOGS)
&& !state.is(BlockTags.LEAVES) && !state.is(Blocks.BUDDING_AMETHYST) && !state.is(Blocks.MAGMA_BLOCK);
}
private static long chunkSeed(long seed, int x, int z, long salt) {
return WoodlandGroveGeometry.seed(seed, x * 16, 0, z * 16, salt);
}
}
@@ -1,296 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.Comparator;
import java.util.Map;
import java.util.Optional;
import java.util.WeakHashMap;
import net.minecraft.core.BlockPos;
import net.minecraft.core.registries.Registries;
import net.minecraft.data.worldgen.features.TreeFeatures;
import net.minecraft.data.worldgen.features.VegetationFeatures;
import net.minecraft.resources.ResourceKey;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.tags.BlockTags;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.WorldGenLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.VegetationBlock;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.ChunkGenerator;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.Heightmap;
import net.minecraft.world.level.levelgen.RandomState;
import net.minecraft.world.level.levelgen.feature.Feature;
import net.minecraft.world.level.levelgen.feature.AbstractHugeMushroomFeature;
/** Alpha.9: sheltered vanilla mushroom trees and dark oak on natural lower floors,
* plus one globally selected remarkable tree.
* Placement runs only in new generation. No world journal or mutable placement counter is retained. */
public final class CavernGrovesFeature implements Feature {
public static final MapCodec<CavernGrovesFeature> CODEC = MapCodec.unit(CavernGrovesFeature::new);
private static final Map<RandomState, Optional<RemarkableTree>> REMARKABLE =
Collections.synchronizedMap(new WeakHashMap<>());
public record RemarkableTree(BlockPos base, String featureId, int radius, int height) {
public RemarkableTree { base = base.immutable(); }
}
private record Species(ResourceKey<Feature> key, int width, int radius, int height) {}
private record Candidate(int x, int z, long rank) {}
@FunctionalInterface
private interface Protection {
boolean intersects(BlockPos base, int radius, int height, int rootDepth);
}
private static final Species CHERRY = new Species(TreeFeatures.CHERRY, 1, 9, 15);
private static final Species[] SPECIES = {CHERRY, CHERRY, CHERRY, CHERRY,
new Species(TreeFeatures.SPRUCE, 1, 5, 15), new Species(TreeFeatures.JUNGLE_TREE_NO_VINE, 1, 5, 14),
new Species(TreeFeatures.ACACIA, 1, 7, 14), new Species(TreeFeatures.MANGROVE, 1, 10, 20),
new Species(TreeFeatures.PALE_OAK_BONEMEAL, 2, 6, 12)};
@Override public MapCodec<CavernGrovesFeature> codec() { return CODEC; }
public static Optional<RemarkableTree> remarkablePlan(ServerLevel level) {
if (!(level.getChunkSource().getGenerator() instanceof NoiseBasedChunkGenerator noise)) return Optional.empty();
return remarkablePlan(noise, level.getChunkSource().randomState());
}
public static Optional<RemarkableTree> remarkablePlan(NoiseBasedChunkGenerator noise, RandomState state) {
if (!CavernHydrologyRuntime.enabled(noise)) return Optional.empty();
return REMARKABLE.computeIfAbsent(state, ignored -> {
var density = noise.generatorSettings().value().noiseRouter().finalDensity();
WoodlandGroveGeometry.Sampler sampler = (x, y, z) -> state.sampleBlockValueUncached(density, x, y, z);
Protection protection = (base, radius, height, rootDepth) ->
CavernHydrologyRuntime.protects(noise, state, base, radius, height, rootDepth);
Species species = SPECIES[Math.floorMod(WoodlandGroveGeometry.seed(state.seed(), 0, 0, 0, 0x70EEL), SPECIES.length)];
var candidates = new ArrayList<Candidate>();
for (int x = -152; x <= 152; x += 16) for (int z = -152; z <= 152; z += 16) {
if (Math.hypot(x, z) <= 168) candidates.add(new Candidate(x, z,
WoodlandGroveGeometry.seed(state.seed(), x, 0, z, 0x71AFL)));
}
candidates.sort(Comparator.comparingLong(Candidate::rank).thenComparingInt(Candidate::x).thenComparingInt(Candidate::z));
for (Candidate candidate : candidates) {
int bed = WoodlandGroveGeometry.highestSurface(sampler, candidate.x(), candidate.z());
if (!WoodlandGroveGeometry.naturalFootprint(sampler, candidate.x(), bed, candidate.z(), species.width())) continue;
BlockPos base = new BlockPos(candidate.x(), bed + 1, candidate.z());
if (blocked(protection, base, species.radius() + 1, species.height(), rootDepth(species))) continue;
if (!WoodlandGroveGeometry.treeRoom(sampler, base.getX(), base.getY(), base.getZ(),
species.width(), species.radius(), species.height())) continue;
return Optional.of(new RemarkableTree(base, species.key().identifier().toString(), species.radius(), species.height()));
}
return Optional.empty();
});
}
@Override
public boolean place(WorldGenLevel level, ChunkGenerator generator, RandomSource ignored, BlockPos origin) {
if (!(generator instanceof NoiseBasedChunkGenerator noise) || !CavernHydrologyRuntime.enabled(noise)) return false;
int minX = (origin.getX() >> 4) * 16, minZ = (origin.getZ() >> 4) * 16;
if (Math.abs((long) minX) > 272 || Math.abs((long) minZ) > 272) return false;
var state = level.getLevel().getChunkSource().randomState();
var density = noise.generatorSettings().value().noiseRouter().finalDensity();
WoodlandGroveGeometry.Sampler sampler = (x, y, z) -> state.sampleBlockValueUncached(density, x, y, z);
Protection protection = (base, radius, height, rootDepth) ->
CavernHydrologyRuntime.protects(noise, state, base, radius, height, rootDepth);
boolean changed = false;
int[] heights = new int[256];
Arrays.fill(heights, Integer.MIN_VALUE);
var remarkable = remarkablePlan(noise, state);
if (remarkable.isPresent()) {
var tree = remarkable.get();
BlockPos base = tree.base();
if ((base.getX() >> 4) == (minX >> 4) && (base.getZ() >> 4) == (minZ >> 4)) {
for (Species species : SPECIES) if (species.key().identifier().toString().equals(tree.featureId())) {
changed |= tree(level, generator, sampler, state.seed(), base, species, protection, 0x723BL);
break;
}
}
}
// The scarce tall rooms usually go to dark oak first; one quarter of chunks
// give mushroom trees first choice. This changes priority, never attempt budgets
// or natural fit requirements, and uses a separate deterministic chunk seed.
boolean mushroomsFirst = Math.floorMod(WoodlandGroveGeometry.seed(state.seed(), minX, 0, minZ, 0x8503L), 4) == 0;
if (mushroomsFirst) changed |= mushroomTrees(level, generator, sampler, state.seed(), protection, minX, minZ, heights);
// Four spaced origins per chunk; the 2x2 trunk and full canopy still have to fit the cave.
for (int x = minX + 4; x < minX + 16; x += 8) for (int z = minZ + 4; z < minZ + 16; z += 8) {
int highest = localTop(level, sampler, protection, minX, minZ, x, z, heights), placed = 0;
for (int bed = highest - 8; bed >= 40; bed--) {
BlockPos base = new BlockPos(x, bed + 1, z);
if (!ground(level, base.below()) || !level.getBlockState(base).isAir()) continue;
var biome = level.getBiome(base);
boolean dark = biome.is(CavernIslandBiomeSource.DARK_GROVE);
boolean bamboo = biome.is(CavernIslandBiomeSource.BAMBOO_GROVE);
if (!dark && !bamboo) continue;
long placementSeed = WoodlandGroveGeometry.seed(state.seed(), x, bed, z, 0x730DL);
if (dark) {
if (tree(level, generator, sampler, state.seed(), base,
new Species(TreeFeatures.DARK_OAK, 2, 6, 12), protection, 0x730DL)) { changed = true; placed++; }
} else if (Math.floorMod(placementSeed, 8) == 0) {
if (tree(level, generator, sampler, state.seed(), base,
new Species(TreeFeatures.JUNGLE_TREE_NO_VINE, 1, 5, 14), protection, 0x735BL)) { changed = true; placed++; }
} else if (Math.floorMod(placementSeed, 3) == 0
&& WoodlandGroveGeometry.naturalFootprint(sampler, x, bed, z, 1)
&& WoodlandGroveGeometry.treeRoom(sampler, x, bed + 1, z, 1, 3, 16)
&& !blocked(protection, base, 4, 17) && actualRoom(level, base, 1, 3, 16)) {
setBlock(level, base.below(), Blocks.PODZOL.defaultBlockState());
changed |= level.registryAccess().lookupOrThrow(Registries.FEATURE).getOrThrow(VegetationFeatures.BAMBOO_NO_PODZOL)
.value().place(level, generator, RandomSource.create(placementSeed), base);
placed++;
}
if (placed >= 2) break;
}
}
if (!mushroomsFirst) changed |= mushroomTrees(level, generator, sampler, state.seed(), protection, minX, minZ, heights);
// Coherent ground patches: about 40% moss, 40% podzol, 20% mycelium.
// Small mushrooms are accents (one opportunity per hundred columns), not the canopy.
for (int x = minX; x < minX + 16; x++) for (int z = minZ; z < minZ + 16; z++) {
int highest = localTop(level, sampler, protection, minX, minZ, x, z, heights), floors = 0;
long detail = WoodlandGroveGeometry.seed(state.seed(), x, 0, z, 0x843EL);
boolean smallMushroomPlaced = false;
for (int bed = highest - 8; bed >= 32; bed--) {
BlockPos floor = new BlockPos(x, bed, z), plant = floor.above();
if (!ground(level, floor) || !level.getBlockState(plant).isAir()) continue;
var biome = level.getBiome(plant);
if (!biome.is(CavernIslandBiomeSource.DARK_GROVE) && !biome.is(CavernIslandBiomeSource.BAMBOO_GROVE)) continue;
if (!WoodlandGroveGeometry.naturalFootprint(sampler, x, bed, z, 1) || blocked(protection, plant, 1, 2)) continue;
long patch = WoodlandGroveGeometry.seed(state.seed(), Math.floorDiv(x, 7), 0, Math.floorDiv(z, 7), 0x742DL);
int soilKind = Math.floorMod(patch, 5);
BlockState soil = (soilKind < 2 ? Blocks.MOSS_BLOCK : soilKind < 4 ? Blocks.PODZOL : Blocks.MYCELIUM).defaultBlockState();
setBlock(level, floor, soil);
if (!smallMushroomPlaced && Math.floorMod(detail, 100) == 0) {
BlockState mushroom = (Math.floorMod(detail >>> 8, 2) == 0 ? Blocks.BROWN_MUSHROOM : Blocks.RED_MUSHROOM).defaultBlockState();
if (mushroom.canSurvive(level, plant)) {
setBlock(level, plant, mushroom);
smallMushroomPlaced = true;
}
}
changed = true;
if (++floors >= 3) break;
}
}
return changed;
}
private boolean mushroomTrees(WorldGenLevel level, ChunkGenerator generator, WoodlandGroveGeometry.Sampler sampler,
long seed, Protection protection, int minX, int minZ, int[] heights) {
boolean changed = false;
RandomSource mushroomSites = RandomSource.create(WoodlandGroveGeometry.seed(seed, minX, 0, minZ, 0x8501L));
int mushroomAttempts = 1 + mushroomSites.nextInt(3);
for (int attempt = 0; attempt < mushroomAttempts; attempt++) {
int x = minX + 3 + mushroomSites.nextInt(10), z = minZ + 3 + mushroomSites.nextInt(10);
int highest = localTop(level, sampler, protection, minX, minZ, x, z, heights);
for (int bed = highest - 8; bed >= 32; bed--) {
BlockPos base = new BlockPos(x, bed + 1, z);
if (!ground(level, base.below()) || !level.getBlockState(base).isAir()
|| !level.getBiome(base).is(CavernIslandBiomeSource.DARK_GROVE)) continue;
long mushroomSeed = WoodlandGroveGeometry.seed(seed, x, bed, z, 0x8502L + attempt);
var key = Math.floorMod(mushroomSeed, 2) == 0 ? TreeFeatures.HUGE_BROWN_MUSHROOM : TreeFeatures.HUGE_RED_MUSHROOM;
Feature feature = level.registryAccess().lookupOrThrow(Registries.FEATURE).getOrThrow(key).value();
if (!(feature instanceof AbstractHugeMushroomFeature mushroom)) break;
int height = mushroom.getTreeHeight(RandomSource.create(mushroomSeed));
int radius = mushroom.foliageRadius();
if (!mushroomRoom(level, sampler, protection, base, radius, height)) continue;
BlockState originalFloor = level.getBlockState(base.below());
setBlock(level, base.below(), (Math.floorMod(mushroomSeed, 5) == 0 ? Blocks.MYCELIUM : Blocks.PODZOL).defaultBlockState());
// Vanilla consumes its height draw first. Replaying the same random seed
// gives precisely the height whose natural envelope was checked above.
boolean placed = mushroom.place(level, generator, RandomSource.create(mushroomSeed), base);
if (!placed) setBlock(level, base.below(), originalFloor);
changed |= placed;
break;
}
}
return changed;
}
private boolean tree(WorldGenLevel level, ChunkGenerator generator, WoodlandGroveGeometry.Sampler sampler, long seed,
BlockPos base, Species species, Protection protection, long salt) {
if (blocked(protection, base, species.radius() + 1, species.height(), rootDepth(species))
|| !WoodlandGroveGeometry.naturalFootprint(sampler, base.getX(), base.getY() - 1, base.getZ(), species.width())
|| !actualRoom(level, base, species.width(), species.radius(), species.height())
|| !WoodlandGroveGeometry.treeRoom(sampler, base.getX(), base.getY(), base.getZ(), species.width(), species.radius(), species.height())) return false;
for (int dx = 0; dx < species.width(); dx++) for (int dz = 0; dz < species.width(); dz++) {
BlockPos floor = base.offset(dx, -1, dz);
if (!ground(level, floor)) return false;
}
for (int dx = 0; dx < species.width(); dx++) for (int dz = 0; dz < species.width(); dz++) {
setBlock(level, base.offset(dx, -1, dz), Blocks.PODZOL.defaultBlockState());
}
return level.registryAccess().lookupOrThrow(Registries.FEATURE).getOrThrow(species.key()).value()
.place(level, generator, RandomSource.create(WoodlandGroveGeometry.seed(seed, base.getX(), base.getY(), base.getZ(), salt)), base);
}
private static boolean actualRoom(WorldGenLevel level, BlockPos base, int width, int radius, int height) {
for (int y = 0; y <= height; y++) {
int from = y < 3 ? 0 : -radius, to = y < 3 ? width - 1 : radius;
for (int dx = from; dx <= to; dx++) for (int dz = from; dz <= to; dz++) {
BlockState current = level.getBlockState(base.offset(dx, y, dz));
if (!current.getFluidState().isEmpty() || !(current.isAir() || current.is(BlockTags.LEAVES)
|| current.getBlock() instanceof VegetationBlock)) return false;
}
}
return true;
}
private static boolean ground(WorldGenLevel level, BlockPos floor) {
BlockState state = level.getBlockState(floor);
if (state.is(Blocks.DEEPSLATE)) {
// Deep humid ledges can support organic soil. Check every tree foot rather
// than admitting this rock globally, including for the remarkable tree.
var biome = level.getBiome(floor.above());
return biome.is(CavernIslandBiomeSource.DARK_GROVE) || biome.is(CavernIslandBiomeSource.BAMBOO_GROVE);
}
return state.is(Blocks.STONE) || state.is(Blocks.DIRT) || state.is(Blocks.GRASS_BLOCK) || state.is(Blocks.PODZOL)
|| state.is(Blocks.MYCELIUM) || state.is(Blocks.ROOTED_DIRT) || state.is(Blocks.COARSE_DIRT)
|| state.is(Blocks.GRANITE) || state.is(Blocks.DIORITE) || state.is(Blocks.ANDESITE) || state.is(Blocks.TUFF)
|| state.is(Blocks.COBBLESTONE) || state.is(Blocks.MOSSY_COBBLESTONE) || state.is(Blocks.PACKED_MUD);
}
private static int localTop(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler, Protection protection,
int minX, int minZ, int x, int z, int[] heights) {
int index = (x - minX) * 16 + z - minZ;
if (heights[index] != Integer.MIN_VALUE) return heights[index];
// In an untouched column the heightmap bounds the original surface cheaply.
// A protected water/lava column may have been carved: recover its raw top
// without depending on the current hydrology plan's representation.
int ceiling = level.getHeight(Heightmap.Types.WORLD_SURFACE_WG, x, z) - 1;
if (protection.intersects(new BlockPos(x, level.getMinY(), z), 0, level.getHeight() - 1, 0))
ceiling = level.getMaxY();
return heights[index] = WoodlandGroveGeometry.highestSurfaceBelow(sampler, x, z, ceiling);
}
private static boolean mushroomRoom(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler, Protection protection,
BlockPos base, int radius, int height) {
if (blocked(protection, base, radius + 1, height + 1, 4)
|| !WoodlandGroveGeometry.naturalFootprint(sampler, base.getX(), base.getY() - 1, base.getZ(), 1)) return false;
for (int depth = 1; depth <= 3; depth++) {
BlockPos floor = base.below(depth);
if (!level.getBlockState(floor).isCollisionShapeFullBlock(level, floor)) return false;
}
// A complete conservative column around the cap handles both brown umbrellas
// and the lower rounded red cap. Neither natural rock nor existing logs move.
for (int y = 0; y <= height + 1; y++) for (int dx = -radius; dx <= radius; dx++) for (int dz = -radius; dz <= radius; dz++) {
BlockPos p = base.offset(dx, y, dz);
BlockState current = level.getBlockState(p);
if (sampler.sample(p.getX(), p.getY(), p.getZ()) > 0 || !current.getFluidState().isEmpty()
|| !(current.isAir() || current.is(BlockTags.LEAVES))) return false;
}
// Being below another surface is not enough: the same column needs an actual
// original rock ceiling above the whole mushroom, not an open hillside.
for (int y = base.getY() + height + 2; y <= level.getMaxY(); y++)
if (sampler.sample(base.getX(), y, base.getZ()) > 0) return true;
return false;
}
private static int rootDepth(Species species) { return species.key().equals(TreeFeatures.MANGROVE) ? 16 : 4; }
private static boolean blocked(Protection protection, BlockPos base, int radius, int height) {
return blocked(protection, base, radius, height, 4);
}
private static boolean blocked(Protection protection, BlockPos base, int radius, int height, int rootDepth) {
return protection.intersects(base, radius, height, rootDepth);
}
}
@@ -1,966 +0,0 @@
package fr.koka.sanctuary.worldgen;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.Collection;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import java.util.PriorityQueue;
import java.util.Set;
/** Alpha.9 river catchments, wider basins and rocky wall springs.
* This version is separate from NaturalHydrology so previously created worlds keep their original terrain.
* Results retain no chunks, sampler, random state or Minecraft objects. */
public final class CavernHydrology {
public static final int RADIUS = 192;
public static final int MAX_CARVE = 16;
public static final int MAX_DEPTH = 8;
public static final int MAX_LAKE_CARVE = 12;
public static final int MAX_RIVER_BANK_CARVE = 12;
private static final int GRID = 8;
private static final int[][] CARDINALS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
private static final int[][] NEIGHBORS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}, {1, 1}, {1, -1}, {-1, 1}, {-1, -1}};
private CavernHydrology() {}
@FunctionalInterface
public interface Sampler { float sample(int x, int y, int z); }
public enum Kind { POND, LAKE, RIVER, TERRACE }
public enum ShoreMaterial { SAND, GRAVEL, CLAY, STONE, GRASS }
public record Point(int x, int z) {}
public record Bounds(int minX, int minZ, int maxX, int maxZ) {}
public record Position(int x, int y, int z) {}
public record FlowBounds(int minX, int minY, int minZ, int maxX, int maxY, int maxZ) {}
public record Spring(long id, Position source, Position outlet, List<Position> flowPath, FlowBounds flowBounds) {
public Spring { flowPath = List.copyOf(flowPath); }
}
public record Terrace(long id, List<Long> basinIds) {
public Terrace { basinIds = List.copyOf(basinIds); }
}
/** A retained upper basin supplies this outlet. toFeatureId=-1 denotes an open terminal fall. */
public record Spill(long id, long fromFeatureId, long toFeatureId, Position source, Position outlet,
List<Position> flowPath, FlowBounds flowBounds) {
public Spill { flowPath = List.copyOf(flowPath); }
}
/** Replaces existing solids bedY-sedimentDepth+1..bedY, with two intact natural supports below.
* Water occupies bedY+1..waterY; everything above it through carveTop is removed. For a dry
* terrace waterY=-1, and bedY+1..carveTop is removed (at most two original blocks). */
public record Cell(int x, int z, int waterY, int bedY, int carveTop,
ShoreMaterial material, long featureId, int sedimentDepth) {
public boolean hasWater() { return waterY >= 0; }
}
public record Feature(long id, Kind kind, int waterY, List<Point> path, int waterCells, Bounds bounds) {
public Feature { path = List.copyOf(path); }
}
public static final class Plan {
private final Map<Long, Cell> cells;
private final List<Cell> allCells;
private final Map<Long, List<Cell>> layers;
private final Map<Long, List<Cell>> chunks;
private final List<Feature> features;
private final List<Spring> springs;
private final Map<Long, List<Spring>> springChunks;
private final Set<Position> springFlow;
private final int sampledColumns;
private final long densitySamples;
private final List<Terrace> terraces;
private final List<Spill> spills;
private final Set<Position> spillOpenings;
private Plan(Map<Long, Cell> source, List<Feature> features, List<Spring> springs, Set<Position> springFlow, int columns, long samples) {
this(source, features, springs, springFlow, columns, samples, CavernTerraces.Result.EMPTY);
}
private Plan(Map<Long, Cell> source, List<Feature> features, List<Spring> springs, Set<Position> springFlow,
int columns, long samples, CavernTerraces.Result lower) {
List<Cell> combined = new ArrayList<>(source.values());
combined.addAll(lower.cells());
List<Cell> sorted = combined.stream()
.sorted(Comparator.comparingInt(Cell::x).thenComparingInt(Cell::z).thenComparingInt(Cell::bedY)).toList();
allCells = List.copyOf(sorted);
Map<Long, Cell> ordered = new LinkedHashMap<>();
Map<Long, List<Cell>> stacked = new HashMap<>();
Map<Long, List<Cell>> byChunk = new HashMap<>();
for (Cell cell : sorted) {
ordered.put(key(cell.x(), cell.z()), cell);
stacked.computeIfAbsent(key(cell.x(), cell.z()), ignored -> new ArrayList<>()).add(cell);
byChunk.computeIfAbsent(key(cell.x() >> 4, cell.z() >> 4), ignored -> new ArrayList<>()).add(cell);
}
byChunk.replaceAll((ignored, values) -> List.copyOf(values));
cells = Collections.unmodifiableMap(ordered);
stacked.replaceAll((ignored, values) -> List.copyOf(values));
layers = Map.copyOf(stacked);
chunks = Map.copyOf(byChunk);
List<Feature> allFeatures = new ArrayList<>(features);
allFeatures.addAll(lower.features());
this.features = List.copyOf(allFeatures);
this.springs = List.copyOf(springs);
Set<Position> allFlow = new HashSet<>(springFlow);
allFlow.addAll(lower.predictedFlow());
this.springFlow = Set.copyOf(allFlow);
terraces = List.copyOf(lower.terraces());
spills = List.copyOf(lower.spills());
spillOpenings = spills.stream().map(Spill::outlet).collect(java.util.stream.Collectors.toUnmodifiableSet());
Map<Long, List<Spring>> groupedSprings = new HashMap<>();
for (Spring spring : springs) groupedSprings.computeIfAbsent(
key(spring.source().x() >> 4, spring.source().z() >> 4), ignored -> new ArrayList<>()).add(spring);
groupedSprings.replaceAll((ignored, values) -> List.copyOf(values));
springChunks = Map.copyOf(groupedSprings);
sampledColumns = columns;
densitySamples = samples;
}
public Cell cellAt(int x, int z) { return cells.get(key(x, z)); }
public List<Cell> cellsAt(int x, int z) { return layers.getOrDefault(key(x, z), List.of()); }
/** Return the modified vertical interval, including its two unchanged support layers. */
public Cell cellAt(int x, int y, int z) {
for (Cell cell : cellsAt(x, z)) if (y >= cell.bedY() - cell.sedimentDepth() - 1
&& y <= Math.max(cell.waterY(), cell.carveTop())) return cell;
return null;
}
public Collection<Cell> cells() { return allCells; }
public List<Cell> cellsInChunk(int x, int z) { return chunks.getOrDefault(key(x, z), List.of()); }
public List<Feature> features() { return features; }
public boolean isRiverCell(Cell cell) { return features.stream().anyMatch(f -> f.kind() == Kind.RIVER && f.id() == cell.featureId()); }
public boolean isTerraceCell(Cell cell) { return features.stream().anyMatch(f -> f.kind() == Kind.TERRACE && f.id() == cell.featureId()); }
public List<Terrace> terraces() { return terraces; }
public List<Spill> spills() { return spills; }
public boolean isSpillOpening(int x, int y, int z) { return spillOpenings.contains(new Position(x, y, z)); }
public List<Spring> springs() { return springs; }
public List<Spring> springsInChunk(int x, int z) { return springChunks.getOrDefault(key(x, z), List.of()); }
/** Prediction in undecorated density, not a restriction on Minecraft fluid simulation. */
public boolean allowsSpringFlow(int x, int y, int z) { return springFlow.contains(new Position(x, y, z)); }
public int sampledColumns() { return sampledColumns; }
public long densitySamples() { return densitySamples; }
}
public static Plan create(long seed, Sampler sampler) {
return new Planner(seed, sampler).build();
}
private record Column(int top, int solidBottom) {}
private record Candidate(int x, int z, double score) {}
private record Node(int x, int z, double cost) {}
private static final Comparator<Node> NODE_ORDER = Comparator.comparingDouble(Node::cost)
.thenComparingInt(Node::x).thenComparingInt(Node::z);
private static final class Planner {
private final long seed;
private final Sampler sampler;
private final Map<Long, Column> columns = new HashMap<>();
private final Map<Long, Integer> coarse = new HashMap<>();
private final Map<Long, Cell> cells = new HashMap<>();
private final List<Feature> features = new ArrayList<>();
private final List<Spring> springs = new ArrayList<>();
private final Set<Position> springFlow = new HashSet<>();
private long samples;
Planner(long seed, Sampler sampler) { this.seed = seed; this.sampler = sampler; }
Plan build() {
List<Candidate> candidates = candidates();
addRiver();
int attempts = 0;
for (Candidate candidate : candidates) {
if (features.size() >= 4 || attempts++ >= 96) break;
Point center = new Point(candidate.x(), candidate.z());
if (nearWater(center.x(), center.z(), 38)) continue;
Column column = column(center.x(), center.z());
if (column.top() < 64 || column.top() - column.solidBottom() < 7) continue;
Kind kind = features.size() < 2 ? Kind.LAKE : Kind.POND;
int target = kind == Kind.LAKE ? 700 + (int) (random(seed, center.x(), center.z()) * 400)
: 100 + (int) (random(seed + 1, center.x(), center.z()) * 140);
// Prefer an existing low spot; a shallow cut is the fallback on level terrain.
for (int level : new int[]{column.top() + 1, column.top(), column.top() - 1, column.top() - 2}) {
Set<Long> footprint = growBasin(center, level, target);
if (footprint == null) continue;
long id = featureId(features.size());
Map<Long, Cell> wet = kind == Kind.LAKE ? lakeCells(footprint, level, id) : waterCells(footprint, level, id);
if (wet == null || !contained(wet)) continue;
addFeature(id, kind, level, List.of(center), wet);
break;
}
}
addRiverSpring();
addSedimentSheets();
addLowerWallSprings();
addSprings();
Plan surface = new Plan(cells, features, springs, springFlow, columns.size(), samples);
var lower = CavernTerraces.create(seed, sampler, surface);
return new Plan(cells, features, springs, springFlow, columns.size(), samples, lower);
}
/** A connected catchment is excavated only in a thick natural plateau. The route is
* selected on the actual fissured density, not painted across missing rock. Its two
* terminal pools share the same retained waterline; a separate rock spring feeds it. */
private void addRiver() {
List<Integer> heights = coarse.values().stream().filter(y -> y >= 160).sorted().toList();
if (heights.isEmpty()) return;
Set<Integer> levels = new java.util.LinkedHashSet<>();
for (double quantile : new double[]{.55, .35, .75, .15, .90}) {
int top = heights.get(Math.min(heights.size() - 1, (int) (heights.size() * quantile)));
for (int cut : new int[]{4, 8, 0}) levels.add(top - cut);
}
for (int level : levels) {
Set<Long> allowed = new HashSet<>();
for (int x = -168; x <= 168; x += 4) for (int z = -168; z <= 168; z += 4) {
if (!inside(x, z, 170)) continue;
boolean safe = riverRock(x, z, level);
for (int dx : new int[]{-3, 3}) for (int dz : new int[]{-3, 3}) {
if (safe && !riverRock(x + dx, z + dz, level)) safe = false;
}
if (safe) allowed.add(key(x, z));
}
for (int attempt = 0; attempt < 4 && allowed.size() > 100; attempt++) {
List<Point> route = longestRoute(allowed, level);
if (route.size() < 36) break;
Point first = route.getFirst(), last = route.getLast();
if (Math.hypot(last.x() - first.x(), last.z() - first.z()) < 100) break;
List<Point> path = smoothRoute(route);
Set<Long> wet = new HashSet<>();
Set<Long> bad = new HashSet<>();
for (Point at : path) {
int radius = field(at.x(), at.z(), 23, 8119) > .52 ? 3 : 2;
for (int dx = -radius - 1; dx <= radius + 1; dx++) for (int dz = -radius - 1; dz <= radius + 1; dz++) {
if (!riverRock(at.x() + dx, at.z() + dz, level)) {
for (int gx = -1; gx <= 1; gx++) for (int gz = -1; gz <= 1; gz++)
bad.add(key(Math.floorDiv(at.x(), 4) * 4 + gx * 4, Math.floorDiv(at.z(), 4) * 4 + gz * 4));
}
if (dx * dx + dz * dz <= radius * radius + 1) wet.add(key(at.x() + dx, at.z() + dz));
}
}
if (!bad.isEmpty()) { allowed.removeAll(bad); continue; }
// Both end pools are required and remain connected to the channel.
boolean pools = true;
for (Point endpoint : List.of(first, last)) {
Set<Long> pool = growRiverPool(endpoint, level);
if (pool.size() < 90) { pools = false; break; }
wet.addAll(pool);
}
if (!pools) { allowed.remove(key(first.x(), first.z())); allowed.remove(key(last.x(), last.z())); continue; }
long id = featureId(features.size());
Map<Long, Cell> river = new HashMap<>();
boolean safe = true;
for (long k : wet) {
Point at = point(k);
Column rock = column(at.x(), at.z());
int depth = 2;
boolean edge = false;
for (int[] d : CARDINALS) edge |= !wet.contains(key(at.x() + d[0], at.z() + d[1]));
if (edge) depth = 1;
int bed = level - depth;
if (rock.top() < bed || rock.top() - bed > MAX_CARVE || rock.solidBottom() > bed - 6) { safe = false; break; }
river.put(k, new Cell(at.x(), at.z(), level, bed, Math.max(level, rock.top()),
wetMaterial(at.x(), at.z(), edge), id, 3));
}
if (!safe || !contained(river)) break;
addFeature(id, Kind.RIVER, level, path, river);
return;
}
}
}
private Set<Long> growRiverPool(Point center, int level) {
Set<Long> result = new HashSet<>();
PriorityQueue<Node> queue = new PriorityQueue<>(NODE_ORDER);
Set<Long> seen = new HashSet<>();
queue.add(new Node(center.x(), center.z(), 0));
while (!queue.isEmpty() && result.size() < 240) {
Node at = queue.remove();
if (!seen.add(key(at.x(), at.z())) || Math.hypot(at.x() - center.x(), at.z() - center.z()) > 12
|| !riverRock(at.x(), at.z(), level)) continue;
boolean retained = true;
for (int[] d : CARDINALS) retained &= solid(at.x() + d[0], level, at.z() + d[1]);
if (!retained) continue;
result.add(key(at.x(), at.z()));
for (int[] d : CARDINALS) {
int x = at.x() + d[0], z = at.z() + d[1];
queue.add(new Node(x, z, Math.hypot(x - center.x(), z - center.z())
+ field(x, z, 8, 411) * 6 + Math.max(0, column(x,z).top() - level) * .4));
}
}
return result;
}
private boolean riverRock(int x, int z, int level) {
Column rock = column(x, z);
return rock.top() >= level && rock.top() <= level + 12 && rock.solidBottom() <= level - 8;
}
private List<Point> longestRoute(Set<Long> allowed, int level) {
Set<Long> remaining = new HashSet<>(allowed);
List<Point> longest = List.of();
while (!remaining.isEmpty()) {
long start = remaining.stream().min(Long::compare).orElseThrow();
Map<Long, Long> first = routeTree(start, allowed);
remaining.removeAll(first.keySet());
if (first.size() < 36) continue;
long far = lastKey(first);
Map<Long, Long> second = routeTree(far, first.keySet());
long end = lastKey(second);
Map<Long, Long> shaped = riverRouteTree(far, end, first.keySet(), level);
List<Point> path = new ArrayList<>();
for (long at = end; ; at = shaped.get(at)) {
path.add(point(at));
if (at == far) break;
}
if (path.size() > longest.size()) longest = path;
}
return longest;
}
private Map<Long, Long> riverRouteTree(long start, long end, Set<Long> allowed, int level) {
Map<Long, Long> parent = new HashMap<>();
Map<Long, Double> costs = new HashMap<>();
PriorityQueue<Node> queue = new PriorityQueue<>(NODE_ORDER);
Point origin = point(start);
parent.put(start, start); costs.put(start, 0.0); queue.add(new Node(origin.x(), origin.z(), 0));
while (!queue.isEmpty()) {
Node at = queue.remove();
long current = key(at.x(), at.z());
if (at.cost() > costs.getOrDefault(current, Double.POSITIVE_INFINITY)) continue;
if (current == end) break;
for (int[] d : NEIGHBORS) {
int x = at.x() + d[0] * 4, z = at.z() + d[1] * 4;
long next = key(x, z);
if (!allowed.contains(next)) continue;
double cost = at.cost() + Math.hypot(d[0], d[1]) * (1 + Math.max(0, column(x,z).top() - level) * .14
+ field(x, z, 27, 8113) * 1.8);
if (cost >= costs.getOrDefault(next, Double.POSITIVE_INFINITY)) continue;
parent.put(next, current); costs.put(next, cost); queue.add(new Node(x,z,cost));
}
}
return parent;
}
private List<Point> smoothRoute(List<Point> coarsePath) {
record Smooth(double x, double z) {}
List<Smooth> values = coarsePath.stream().map(p -> new Smooth(p.x(), p.z())).toList();
// Bend over several grid steps rather than rounding each voxel-sized corner.
for (int pass = 0; pass < 2; pass++) {
List<Smooth> next = new ArrayList<>();
for (int i = 0; i < values.size(); i++) {
if (i == 0 || i == values.size() - 1) { next.add(values.get(i)); continue; }
double x = 0, z = 0, sum = 0;
for (int offset = -4; offset <= 4; offset++) {
int weight = 5 - Math.abs(offset);
Smooth p = values.get(Math.clamp(i + offset, 0, values.size() - 1));
x += p.x() * weight; z += p.z() * weight; sum += weight;
}
next.add(new Smooth(x / sum, z / sum));
}
values = next;
}
for (int pass = 0; pass < 2; pass++) {
List<Smooth> next = new ArrayList<>(); next.add(values.getFirst());
for (int i = 1; i < values.size(); i++) {
Smooth a = values.get(i - 1), b = values.get(i);
next.add(new Smooth(a.x() * .75 + b.x() * .25, a.z() * .75 + b.z() * .25));
next.add(new Smooth(a.x() * .25 + b.x() * .75, a.z() * .25 + b.z() * .75));
}
next.add(values.getLast()); values = next;
}
List<Point> path = new ArrayList<>();
for (int i = 1; i < values.size(); i++) {
Smooth a = values.get(i - 1), b = values.get(i);
int steps = Math.max(1, (int) Math.ceil(Math.max(Math.abs(b.x() - a.x()), Math.abs(b.z() - a.z()))));
for (int step = 0; step <= steps; step++) {
double t = step / (double) steps;
Point p = new Point((int) Math.round(a.x() + (b.x() - a.x()) * t), (int) Math.round(a.z() + (b.z() - a.z()) * t));
if (path.isEmpty() || !path.getLast().equals(p)) path.add(p);
}
}
return path;
}
private Map<Long, Long> routeTree(long start, Set<Long> allowed) {
Map<Long, Long> parent = new LinkedHashMap<>();
ArrayDeque<Long> queue = new ArrayDeque<>();
parent.put(start, start); queue.add(start);
while (!queue.isEmpty()) {
long current = queue.removeFirst();
Point at = point(current);
for (int[] d : NEIGHBORS) {
long next = key(at.x() + d[0] * 4, at.z() + d[1] * 4);
if (allowed.contains(next) && !parent.containsKey(next)) { parent.put(next, current); queue.addLast(next); }
}
}
return parent;
}
private long lastKey(Map<Long, Long> values) {
long result = 0;
for (long key : values.keySet()) result = key;
return result;
}
/** A real spring emerges from one of the river's taller rock banks and drops into the
* connected retained channel. The source replaces rock; its mouth is the carved valley. */
private void addRiverSpring() {
Feature river = features.stream().filter(f -> f.kind() == Kind.RIVER).findFirst().orElse(null);
if (river == null) return;
List<Cell> bank = cells.values().stream().filter(c -> c.featureId() == river.id())
.sorted(Comparator.comparingInt(Cell::carveTop).reversed().thenComparingInt(Cell::x).thenComparingInt(Cell::z)).toList();
for (Cell wet : bank) for (int[] d : CARDINALS) {
int x = wet.x() + d[0], z = wet.z() + d[1];
if (cells.containsKey(key(x, z))) continue;
for (int height : new int[]{8, 7, 6, 5}) {
int y = wet.waterY() + height;
if (wet.carveTop() < y) continue;
Position source = new Position(x, y, z), outlet = new Position(wet.x(), y, wet.z());
boolean safe = true;
for (int sy = y - 3; sy <= y + 1; sy++) safe &= flowSolid(new Position(x, sy, z), outlet);
for (int[] side : CARDINALS) {
if (side[0] == -d[0] && side[1] == -d[1]) continue;
safe &= flowSolid(new Position(x + side[0], y, z + side[1]), outlet);
}
if (!safe) continue;
Flow flow = traceSpring(source, outlet);
if (flow == null || flow.volume().stream().noneMatch(p -> {
Cell c = cells.get(key(p.x(), p.z()));
return c != null && c.featureId() == river.id() && p.y() <= c.waterY() && p.y() > c.bedY();
})) continue;
long id = mix(seed ^ 0xA81BE2L);
springs.add(new Spring(id, source, outlet, flow.path(), flow.bounds()));
springFlow.addAll(flow.volume());
return;
}
}
}
private List<Candidate> candidates() {
for (int x = -RADIUS; x <= RADIUS; x += GRID) {
for (int z = -RADIUS; z <= RADIUS; z += GRID) {
if (inside(x, z, RADIUS)) coarse.put(key(x, z), coarseTop(x, z));
}
}
List<Candidate> result = new ArrayList<>();
for (int x = -RADIUS + GRID; x < RADIUS; x += GRID) {
for (int z = -RADIUS + GRID; z < RADIUS; z += GRID) {
int height = coarse.getOrDefault(key(x, z), -1);
if (height < 64 || !inside(x, z, RADIUS - 24)) continue;
double average = 0;
boolean safe = true;
for (int[] d : CARDINALS) {
int neighbor = coarse.getOrDefault(key(x + d[0] * GRID, z + d[1] * GRID), -1);
if (neighbor < 64 || Math.abs(neighbor - height) > 16) safe = false;
average += neighbor * 0.25;
}
if (safe) result.add(new Candidate(x, z,
(average - height) * 2.0 + random(seed + 2, x, z) * 3.0));
}
}
result.sort(Comparator.comparingDouble(Candidate::score).reversed()
.thenComparingInt(Candidate::x).thenComparingInt(Candidate::z));
return result;
}
private int coarseTop(int x, int z) {
for (int y = 383; y >= 32; y -= 4) if (solid(x, y, z)) return y;
return -1;
}
private Column column(int x, int z) {
long key = key(x, z);
Column old = columns.get(key);
if (old != null) return old;
int top = -1;
// Exact scan, including everything above the planned water: a cave roof cannot be
// mistaken for a surface. Only candidates and their nearby shore need this refinement.
for (int y = 383; y >= 24; y--) {
if (solid(x, y, z)) { top = y; break; }
}
int bottom = top;
if (top >= 0) {
while (bottom > Math.max(16, top - 40) && solid(x, bottom - 1, z)) bottom--;
}
Column created = new Column(top, bottom);
columns.put(key, created);
return created;
}
private boolean eligible(int x, int z, int level) {
if (level < 32 || level >= 383 || !inside(x, z, RADIUS - 2)) return false;
Cell old = cells.get(key(x, z));
if (old != null && old.hasWater() && old.waterY() != level) return false;
Column column = column(x, z);
return column.top() >= level - 3 && column.top() < level + 6
&& column.solidBottom() <= Math.min(column.top(), level - 1) - 4;
}
private Set<Long> growBasin(Point center, int level, int target) {
if (!eligible(center.x(), center.z(), level)) return null;
Set<Long> wet = new HashSet<>();
Map<Long, Double> costs = new HashMap<>();
PriorityQueue<Node> queue = new PriorityQueue<>(NODE_ORDER);
queue.add(new Node(center.x(), center.z(), 0));
costs.put(key(center.x(), center.z()), 0.0);
while (!queue.isEmpty() && wet.size() < target) {
Node current = queue.remove();
if (current.cost() > costs.getOrDefault(key(current.x(), current.z()), Double.POSITIVE_INFINITY)) continue;
if (!eligible(current.x(), current.z(), level)) continue;
wet.add(key(current.x(), current.z()));
for (int[] d : NEIGHBORS) {
int x = current.x() + d[0], z = current.z() + d[1];
if (Math.hypot(x - center.x(), z - center.z()) > 40 || wet.contains(key(x, z))) continue;
if (!eligible(x, z, level)) continue;
double step = Math.hypot(d[0], d[1]);
double cost = current.cost() + step * (1 + Math.max(0, column(x, z).top() - level) * 0.8
+ terrainNoise(x, z) * 4.5 + field(x + 71, z - 93, 21, 107) * 3.5);
if (cost >= costs.getOrDefault(key(x, z), Double.POSITIVE_INFINITY)) continue;
costs.put(key(x, z), cost);
queue.add(new Node(x, z, cost));
}
}
wet = connectedTo(wet, key(center.x(), center.z()));
if (wet.size() < Math.min(target, 30)) return null;
// Filling a hollow requires every lower connected outlet to be included. Abort rather
// than place a dam if this natural basin runs to a cliff, cave or an oversized catchment.
List<Long> work = new ArrayList<>(wet);
for (int i = 0; i < work.size(); i++) {
Point point = point(work.get(i));
for (int[] d : CARDINALS) {
int x = point.x() + d[0], z = point.z() + d[1];
long neighbor = key(x, z);
if (wet.contains(neighbor) || column(x, z).top() >= level) continue;
if (wet.size() >= 1200 || Math.hypot(x - center.x(), z - center.z()) > 48
|| !eligible(x, z, level)) return null;
wet.add(neighbor);
work.add(neighbor);
}
}
return wet;
}
private Map<Long, Cell> waterCells(Set<Long> footprint, int level, long id) {
Map<Long, Cell> result = new HashMap<>();
for (long key : footprint) {
Point p = point(key);
if (!eligible(p.x(), p.z(), level)) return null;
boolean edge = false;
for (int[] d : CARDINALS) edge |= !footprint.contains(key(p.x() + d[0], p.z() + d[1]));
Column column = column(p.x(), p.z());
int depth = Math.max(level - column.top() + 1, edge ? 1 : 2 + (terrainNoise(p.x(), p.z()) > 0.55 ? 1 : 0));
depth = Math.min(depth, 8 - Math.max(0, column.top() - level));
if (depth < 1 || depth > MAX_DEPTH) return null;
int bed = level - depth;
if (column.top() < bed || column.solidBottom() > bed - 2) return null;
ShoreMaterial material = wetMaterial(p.x(), p.z(), edge);
int sedimentDepth = sedimentDepth(p.x(), p.z());
if (column.solidBottom() > bed - sedimentDepth - 1) return null;
result.put(key, new Cell(p.x(), p.z(), level, bed, Math.max(level, column.top()),
material, id, sedimentDepth));
}
return result;
}
/** Deepen only sufficiently thick interiors, with one-block shore steps. Natural weak
* columns keep a shallower bed instead of receiving a manufactured lake foundation. */
private Map<Long, Cell> lakeCells(Set<Long> footprint, int level, long id) {
Map<Long, Integer> distance = new HashMap<>();
ArrayDeque<Long> queue = new ArrayDeque<>();
for (long k : footprint) {
Point at = point(k);
for (int[] d : CARDINALS) if (!footprint.contains(key(at.x() + d[0], at.z() + d[1]))) {
distance.put(k, 0); queue.addLast(k); break;
}
}
while (!queue.isEmpty()) {
long k = queue.removeFirst(); Point at = point(k);
for (int[] d : CARDINALS) {
long next = key(at.x() + d[0], at.z() + d[1]);
if (footprint.contains(next) && !distance.containsKey(next)) {
distance.put(next, distance.get(k) + 1); queue.addLast(next);
}
}
}
Map<Long, Cell> result = new HashMap<>();
for (long k : footprint) {
Point at = point(k);
if (!eligible(at.x(), at.z(), level)) return null;
Column rock = column(at.x(), at.z());
int sediment = sedimentDepth(at.x(), at.z());
int wanted = Math.max(level - rock.top() + 1, Math.min(MAX_DEPTH, 1 + distance.get(k)));
int depth = Math.min(wanted, Math.min(level - rock.solidBottom() - sediment - 1,
MAX_LAKE_CARVE - Math.max(0, rock.top() - level)));
if (depth < 1 || rock.top() < level - depth) return null;
int bed = level - depth;
result.put(k, new Cell(at.x(), at.z(), level, bed, Math.max(level, rock.top()),
wetMaterial(at.x(), at.z(), distance.get(k) == 0), id, sediment));
}
return result;
}
private boolean contained(Map<Long, Cell> wet) {
for (Cell cell : wet.values()) {
for (int y = cell.bedY() - 2; y <= cell.bedY(); y++) {
if (!solid(cell.x(), y, cell.z())) return false;
}
for (int[] d : CARDINALS) {
int x = cell.x() + d[0], z = cell.z() + d[1];
Cell neighbor = wet.get(key(x, z));
if (neighbor == null) neighbor = cells.get(key(x, z));
for (int y = cell.bedY() + 1; y <= cell.waterY(); y++) {
if (neighbor != null && neighbor.hasWater()) {
if (neighbor.waterY() != cell.waterY()) return false;
if (y > neighbor.bedY()) continue;
}
if (!solid(x, y, z)) return false;
}
}
}
return true;
}
private void addFeature(long id, Kind kind, int level, List<Point> path, Map<Long, Cell> wet) {
int minX = Integer.MAX_VALUE, minZ = Integer.MAX_VALUE, maxX = Integer.MIN_VALUE, maxZ = Integer.MIN_VALUE;
int count = 0;
for (Cell cell : wet.values()) {
Cell old = cells.get(key(cell.x(), cell.z()));
if (old == null || !old.hasWater()) { cells.put(key(cell.x(), cell.z()), cell); count++; }
minX = Math.min(minX, cell.x()); minZ = Math.min(minZ, cell.z());
maxX = Math.max(maxX, cell.x()); maxZ = Math.max(maxZ, cell.z());
}
features.add(new Feature(id, kind, level, path, count, new Bounds(minX, minZ, maxX, maxZ)));
}
private static Set<Long> connectedTo(Set<Long> footprint, long start) {
Set<Long> connected = new HashSet<>();
List<Long> work = new ArrayList<>();
connected.add(start); work.add(start);
for (int i = 0; i < work.size(); i++) {
Point point = point(work.get(i));
for (int[] d : CARDINALS) {
long next = key(point.x() + d[0], point.z() + d[1]);
if (footprint.contains(next) && connected.add(next)) work.add(next);
}
}
return connected;
}
private record ShoreNode(int x, int z, int level, long feature, double cost) {}
/** Sediment follows shallow topography in broad, discontinuous sheets. A second nearby
* pocket can share the same sheet; the result is not a one-block material ring. */
private void addSedimentSheets() {
Comparator<ShoreNode> order = Comparator.comparingDouble(ShoreNode::cost)
.thenComparingInt(ShoreNode::x).thenComparingInt(ShoreNode::z).thenComparingLong(ShoreNode::feature);
Set<Long> rivers = features.stream().filter(f -> f.kind() == Kind.RIVER).map(Feature::id)
.collect(java.util.stream.Collectors.toSet());
PriorityQueue<ShoreNode> queue = new PriorityQueue<>(order);
Map<Long, Double> best = new HashMap<>();
for (Cell cell : cells.values()) if (cell.hasWater()) {
queue.add(new ShoreNode(cell.x(), cell.z(), cell.waterY(), cell.featureId(), 0));
best.put(key(cell.x(), cell.z()), 0.0);
}
while (!queue.isEmpty()) {
ShoreNode node = queue.remove();
if (node.cost() > best.getOrDefault(key(node.x(), node.z()), Double.POSITIVE_INFINITY)) continue;
boolean riverBank = rivers.contains(node.feature());
Column column = column(node.x(), node.z());
Cell existing = cells.get(key(node.x(), node.z()));
if (existing == null) {
boolean springRock = springs.stream().anyMatch(spring ->
Math.abs(spring.source().x() - node.x()) <= 4 && Math.abs(spring.source().z() - node.z()) <= 4);
if (springRock) continue;
double extent = riverBank ? 18 + field(node.x(), node.z(), 25, 131) * 6
: 9 + field(node.x(), node.z(), 25, 131) * 10;
if (node.cost() > extent) continue;
int delta = column.top() - node.level();
if (delta < 0 || delta > (riverBank ? 14 : 5)) continue;
// Low shore: waterline, then one-block steps. Cut at most two existing blocks;
// far deposits keep the original landform and feather back into grass/stone.
int terrace = node.level() + (int) Math.floor(node.cost() / (riverBank ? 2.5 : 4.5));
int cut = riverBank ? MAX_RIVER_BANK_CARVE : 2;
int bed = Math.max(node.level(), Math.max(column.top() - cut, Math.min(column.top(), terrace)));
int depth = sedimentDepth(node.x(), node.z());
if (column.solidBottom() > bed - depth - 1) continue;
boolean safe = true;
for (int[] d : CARDINALS) {
Cell next = cells.get(key(node.x() + d[0], node.z() + d[1]));
if (next != null && next.hasWater() && bed < next.waterY()) safe = false;
}
if (!safe) continue;
ShoreMaterial material = dryMaterial(node.x(), node.z(), node.cost() / extent);
cells.put(key(node.x(), node.z()), new Cell(node.x(), node.z(), -1, bed,
column.top(), material, node.feature(), depth));
}
for (int[] d : NEIGHBORS) {
int x = node.x() + d[0], z = node.z() + d[1];
if (!inside(x, z, RADIUS - 2)) continue;
Cell water = cells.get(key(x, z));
if (water != null && water.hasWater()) continue;
Column next = column(x, z);
if (next.top() < node.level() || next.top() > node.level() + (riverBank ? 14 : 5)) continue;
double cost = node.cost() + Math.hypot(d[0], d[1])
* (0.7 + Math.abs(next.top() - column.top()) * 0.32 + field(x, z, 12, 211) * 0.6);
if (cost > (riverBank ? 24 : 19) || cost >= best.getOrDefault(key(x, z), Double.POSITIVE_INFINITY)) continue;
best.put(key(x, z), cost);
queue.add(new ShoreNode(x, z, node.level(), node.feature(), cost));
}
}
}
private int sedimentDepth(int x, int z) { return 3 + (int) (field(x, z, 15, 319) * 2.999); }
private ShoreMaterial wetMaterial(int x, int z, boolean edge) {
double geology = field(x, z, 24, 503) * 0.75 + field(x, z, 7, 509) * 0.25;
if (geology < 0.46) return ShoreMaterial.STONE;
if (geology < 0.65) return ShoreMaterial.GRAVEL;
if (!edge && geology > 0.78) return ShoreMaterial.CLAY;
return ShoreMaterial.SAND;
}
private ShoreMaterial dryMaterial(int x, int z, double distance) {
double geology = field(x, z, 24, 503) * 0.75 + field(x, z, 7, 509) * 0.25;
double grass = field(x + 103, z - 137, 19, 521);
if (grass > 0.62 || distance > 0.60 + grass * 0.65) return ShoreMaterial.GRASS;
if (geology < 0.46) return ShoreMaterial.STONE;
if (geology < 0.65) return ShoreMaterial.GRAVEL;
return ShoreMaterial.SAND;
}
private record Cliff(int x, int z, int dx, int dz, double score) {}
private record FlowNode(Position position, int reach) {}
private record Flow(Set<Position> volume, List<Position> path, FlowBounds bounds) {}
/** Pick rare exposed rock niches at the edges of real upper surfaces. The source replaces
* one rock block under an existing roof. Its outlet is already air over an eight-block drop;
* no source, shelf, dam, rock column or ocean is ever placed in empty terrain. */
private void addSprings() {
List<Cliff> cliffs = new ArrayList<>();
for (int x = -264; x <= 264; x += GRID) for (int z = -264; z <= 264; z += GRID) {
if (!inside(x, z, 264)) continue;
int top = coarse.computeIfAbsent(key(x, z), ignored -> coarseTop(point(ignored).x(), point(ignored).z()));
if (top < 88) continue;
for (int[] d : CARDINALS) {
int nx = x + d[0] * GRID, nz = z + d[1] * GRID;
int lower = coarse.computeIfAbsent(key(nx, nz), ignored -> coarseTop(point(ignored).x(), point(ignored).z()));
if (top - lower < 16) continue;
cliffs.add(new Cliff(x, z, d[0], d[1],
Math.min(64, top - lower) * 0.06 + random(seed + 811, x + d[0], z + d[1]) * 3));
}
}
cliffs.sort(Comparator.comparingDouble(Cliff::score).reversed()
.thenComparingInt(Cliff::x).thenComparingInt(Cliff::z)
.thenComparingInt(Cliff::dx).thenComparingInt(Cliff::dz));
int attempts = 0;
for (Cliff cliff : cliffs) {
if (springs.size() >= 3 || attempts++ >= 160) break;
boolean placed = false;
for (int tangent : new int[]{0, -2, 2, -4, 4}) {
for (int along = 0; along < GRID; along++) {
int x = cliff.x() + cliff.dx() * along - cliff.dz() * tangent;
int z = cliff.z() + cliff.dz() * along + cliff.dx() * tangent;
if (!inside(x, z, 266)) continue;
int ox = x + cliff.dx(), oz = z + cliff.dz();
Column rock = column(x, z), outletColumn = column(ox, oz);
if (rock.top() < 80 || rock.top() - outletColumn.top() < 14) continue;
// Five blocks below the highest natural surface is below the soil cap.
int floor = Math.max(64, Math.max(rock.top() - 20, outletColumn.top() + 8));
for (int y = rock.top() - 5; y >= floor; y -= 3) {
Position source = new Position(x, y, z), outlet = new Position(ox, y, oz);
if (!separatedSpring(source) || !springNiche(source, cliff.dx(), cliff.dz()) || nearModifiedGround(source, 32)) continue;
Flow flow = traceSpring(source, outlet);
if (flow == null || flow.bounds().minY() > y - 12) continue;
long id = mix(seed ^ (0x5F81A6L + springs.size() * 0x9E3779B97F4A7C15L));
springs.add(new Spring(id, source, outlet, flow.path(), flow.bounds()));
springFlow.addAll(flow.volume());
placed = true;
break;
}
if (placed) break;
}
if (placed) break;
}
}
}
private boolean nearModifiedGround(Position source, int distance) {
for (Cell cell : cells.values()) {
int dy = Math.max(Math.max(cell.bedY() - cell.sedimentDepth() - source.y(), 0),
source.y() - cell.carveTop());
long dx = source.x() - cell.x(), dz = source.z() - cell.z();
if (dx * dx + dz * dz + (long) dy * dy < (long) distance * distance) return true;
}
return false;
}
private boolean separatedSpring(Position source) {
for (Spring spring : springs) {
double horizontal = Math.hypot(source.x() - spring.source().x(), source.z() - spring.source().z());
int dy = Math.abs(source.y() - spring.source().y());
if (Math.hypot(horizontal, dy) < 64 || dy < 12) return false;
}
return true;
}
private record Wall(int x, int y, int z, int dx, int dz, double score) {}
/** Probe a few exposed faces below the highest surface as well. This finds overhangs and
* lower strata that a highest-column heightmap cannot represent, without inventing a ledge. */
private void addLowerWallSprings() {
List<Wall> candidates = new ArrayList<>();
for (int x = -240; x <= 240; x += 16) for (int z = -240; z <= 240; z += 16) {
if (!inside(x, z, 240)) continue;
int top = coarse.computeIfAbsent(key(x, z), ignored -> coarseTop(point(ignored).x(), point(ignored).z()));
for (int y = top - 32; y >= 64; y -= 16) {
if (!solid(x, y, z)) continue;
for (int[] direction : CARDINALS) {
if (solid(x + direction[0] * 4, y, z + direction[1] * 4)) continue;
candidates.add(new Wall(x, y, z, direction[0], direction[1],
random(seed + 1217 + y, x + direction[0], z + direction[1]) * 3
+ Math.min(100, top - y) * 0.015));
}
}
}
candidates.sort(Comparator.comparingDouble(Wall::score).reversed()
.thenComparingInt(Wall::x).thenComparingInt(Wall::z).thenComparingInt(Wall::y)
.thenComparingInt(Wall::dx).thenComparingInt(Wall::dz));
int attempts = 0;
for (Wall candidate : candidates) {
if (springs.size() >= 2 || attempts++ >= 96) break;
boolean placed = false;
for (int tangent : new int[]{0, -2, 2}) {
for (int along = 0; along < 4; along++) {
int x = candidate.x() + candidate.dx() * along - candidate.dz() * tangent;
int z = candidate.z() + candidate.dz() * along + candidate.dx() * tangent;
for (int dy : new int[]{0, 3, -3, 6, -6}) {
int y = candidate.y() + dy;
if (y < 56 || column(x, z).top() - y < 24) continue;
Position source = new Position(x, y, z);
if (!separatedSpring(source) || !springNiche(source, candidate.dx(), candidate.dz())
|| nearModifiedGround(source, 32)) continue;
Position outlet = new Position(x + candidate.dx(), y, z + candidate.dz());
Flow flow = traceSpring(source, outlet);
if (flow == null || flow.bounds().minY() > y - 12) continue;
long id = mix(seed ^ (0x5F81A6L + springs.size() * 0x9E3779B97F4A7C15L));
springs.add(new Spring(id, source, outlet, flow.path(), flow.bounds()));
springFlow.addAll(flow.volume());
placed = true;
break;
}
if (placed) break;
}
if (placed) break;
}
}
}
private boolean springNiche(Position source, int dx, int dz) {
for (int y = source.y() - 3; y <= source.y() + 1; y++) {
if (!solid(source.x(), y, source.z())) return false;
}
for (int[] d : CARDINALS) {
if (d[0] == dx && d[1] == dz) continue;
if (!solid(source.x() + d[0], source.y(), source.z() + d[1])) return false;
}
for (int y = source.y(); y >= source.y() - 8; y--) {
if (solid(source.x() + dx, y, source.z() + dz)) return false;
}
return true;
}
/** Predict drainage through undecorated rock to select springs and inspection bounds.
* Descend through air first, then explore seven horizontal steps on a shelf. Later trees
* can divert the actual fluid: this prediction is not a bound on decorated-world physics.
* Integration tests trace actual water back to its source within the inspected chunk halo. */
private Flow traceSpring(Position source, Position outlet) {
Map<Position, Integer> reach = new HashMap<>();
Map<Position, Position> parent = new HashMap<>();
ArrayDeque<FlowNode> queue = new ArrayDeque<>();
reach.put(source, 7);
queue.add(new FlowNode(source, 7));
Position lowest = source;
while (!queue.isEmpty()) {
FlowNode node = queue.removeFirst();
Position at = node.position();
if (node.reach() < reach.getOrDefault(at, -1)) continue;
if (at.y() < lowest.y()) lowest = at;
if (reach.size() > 24000) return null;
if (at.y() <= 0) continue;
Position below = new Position(at.x(), at.y() - 1, at.z());
if (!flowSolid(below, source)) {
enqueueFlow(below, 7, at, queue, reach, parent);
continue;
}
if (node.reach() <= 0) continue;
for (int[] d : CARDINALS) {
Position next = new Position(at.x() + d[0], at.y(), at.z() + d[1]);
if (flowSolid(next, source)) continue;
enqueueFlow(next, node.reach() - 1, at, queue, reach, parent);
}
}
if (!reach.containsKey(outlet)) return null;
int minX = source.x(), maxX = minX, minY = source.y(), maxY = minY;
int minZ = source.z(), maxZ = minZ;
for (Position position : reach.keySet()) {
minX = Math.min(minX, position.x()); maxX = Math.max(maxX, position.x());
minY = Math.min(minY, position.y()); maxY = Math.max(maxY, position.y());
minZ = Math.min(minZ, position.z()); maxZ = Math.max(maxZ, position.z());
}
List<Position> path = new ArrayList<>();
for (Position at = lowest; at != null; at = parent.get(at)) path.add(at);
Collections.reverse(path);
return new Flow(Set.copyOf(reach.keySet()), path, new FlowBounds(minX, minY, minZ, maxX, maxY, maxZ));
}
private boolean flowSolid(Position at, Position source) {
if (at.equals(source)) return false;
Cell cell = cells.get(key(at.x(), at.z()));
if (cell != null && at.y() > cell.bedY() && at.y() <= cell.carveTop()) return false;
return solid(at.x(), at.y(), at.z());
}
private static void enqueueFlow(Position next, int available, Position from, ArrayDeque<FlowNode> queue,
Map<Position, Integer> reach, Map<Position, Position> parent) {
if (available <= reach.getOrDefault(next, -1)) return;
if (!reach.containsKey(next)) parent.put(next, from);
reach.put(next, available);
queue.addLast(new FlowNode(next, available));
}
private boolean nearWater(int x, int z, int distance) {
for (Feature feature : features) {
Point point = feature.path().getFirst();
if (Math.hypot(x - point.x(), z - point.z()) < distance) return true;
}
return false;
}
private boolean solid(int x, int y, int z) { samples++; return sampler.sample(x, y, z) > 0; }
private long featureId(int index) { return mix(seed ^ (0x51A7E7L + index * 0x9E3779B97F4A7C15L)); }
private double terrainNoise(int x, int z) { return field(x, z, 8, 31); }
private double field(int x, int z, int scale, long salt) {
int gx = Math.floorDiv(x, scale), gz = Math.floorDiv(z, scale);
double tx = smooth(Math.floorMod(x, scale) / (double) scale);
double tz = smooth(Math.floorMod(z, scale) / (double) scale);
double a = random(seed + salt, gx, gz) * (1 - tx) + random(seed + salt, gx + 1, gz) * tx;
double b = random(seed + salt, gx, gz + 1) * (1 - tx) + random(seed + salt, gx + 1, gz + 1) * tx;
return a * (1 - tz) + b * tz;
}
}
private static boolean inside(int x, int z, int radius) { return Math.hypot((double) x, z) < radius; }
private static long key(int x, int z) { return ((long) x << 32) | (z & 0xffffffffL); }
private static Point point(long key) { return new Point((int) (key >> 32), (int) key); }
private static double smooth(double t) { return t * t * (3 - 2 * t); }
private static double random(long seed, int x, int z) { return (mix(seed ^ key(x, z)) >>> 11) * 0x1.0p-53; }
private static long mix(long value) {
value = (value ^ (value >>> 30)) * 0xbf58476d1ce4e5b9L;
value = (value ^ (value >>> 27)) * 0x94d049bb133111ebL;
return value ^ (value >>> 31);
}
}
@@ -1,191 +0,0 @@
package fr.koka.sanctuary.worldgen;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.Collections;
import java.util.EnumSet;
import java.util.Map;
import java.util.WeakHashMap;
import net.minecraft.core.BlockPos;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.ChunkAccess;
import net.minecraft.world.level.levelgen.Heightmap;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.RandomState;
/** Alpha.9 only: immutable plans cached by world state, applied to fresh terrain before decoration. */
public final class CavernHydrologyRuntime {
private static final Map<RandomState, CavernHydrology.Plan> PLANS =
Collections.synchronizedMap(new WeakHashMap<>());
private static final Map<RandomState, CavernLavaDeposit.Plan> LAVA_PLANS =
Collections.synchronizedMap(new WeakHashMap<>());
private CavernHydrologyRuntime() {}
public static boolean enabled(NoiseBasedChunkGenerator generator) {
return generator.generatorSettings().is(SanctuarySpawn.CAVERN_SETTINGS);
}
public static CavernHydrology.Plan cavernPlan(ServerLevel level) {
return plan((NoiseBasedChunkGenerator) level.getChunkSource().getGenerator(),
level.getChunkSource().randomState());
}
public static CavernHydrology.Plan plan(NoiseBasedChunkGenerator generator, RandomState randomState) {
if (!enabled(generator)) throw new IllegalArgumentException("Cavern hydrology is not enabled for this generator");
return PLANS.computeIfAbsent(randomState, state -> {
long start = System.nanoTime();
var density = generator.generatorSettings().value().noiseRouter().finalDensity();
var plan = CavernHydrology.create(state.seed(),
(x, y, z) -> state.sampleBlockValueUncached(density, x, y, z));
SanctuaryMod.LOGGER.info("Sanctuary cavern hydrology: seed {}, {} features, {} columns, {} springs, {} ms",
state.seed(), plan.features().size(), plan.cells().size(), plan.springs().size(),
(System.nanoTime() - start) / 1_000_000);
SanctuaryMod.LOGGER.info("Sanctuary cavern catchments: {}", plan.features().stream().map(f -> f.kind() + " Y" + f.waterY() + " water=" + f.waterCells() + " path=" + f.path().size() + " " + f.bounds()).toList());
return plan;
});
}
public static CavernLavaDeposit.Plan lavaPlan(ServerLevel level) {
return lavaPlan((NoiseBasedChunkGenerator) level.getChunkSource().getGenerator(),
level.getChunkSource().randomState());
}
public static CavernLavaDeposit.Plan lavaPlan(NoiseBasedChunkGenerator generator, RandomState randomState) {
// Acquire the water plan before the lava cache lock; the water planner never acquires it.
var water = plan(generator, randomState);
return LAVA_PLANS.computeIfAbsent(randomState, state -> {
long start = System.nanoTime();
var density = generator.generatorSettings().value().noiseRouter().finalDensity();
var lava = CavernLavaDeposit.create(state.seed(),
(x, y, z) -> state.sampleBlockValueUncached(density, x, y, z), water);
SanctuaryMod.LOGGER.info("Sanctuary starter lava: seed {}, {} sources, access {}, {} ms",
state.seed(), lava.lavaCells().size(), lava.access(), (System.nanoTime() - start) / 1_000_000);
return lava;
});
}
public static void apply(NoiseBasedChunkGenerator generator, RandomState randomState, ChunkAccess chunk) {
if (!enabled(generator)) return;
var chunkPos = chunk.getPos();
if (Math.abs((long) chunkPos.x() * 16) > IslandShape.TERRAIN_LIMIT + 16L
|| Math.abs((long) chunkPos.z() * 16) > IslandShape.TERRAIN_LIMIT + 16L) return;
var plan = plan(generator, randomState);
var cells = plan.cellsInChunk(chunkPos.x(), chunkPos.z());
var springs = plan.springsInChunk(chunkPos.x(), chunkPos.z());
var outlets = new java.util.ArrayList<>(plan.springs().stream().map(CavernHydrology.Spring::outlet)
.filter(outlet -> (outlet.x() >> 4) == chunkPos.x() && (outlet.z() >> 4) == chunkPos.z()).toList());
for (var spill : plan.spills()) {
var outlet = spill.outlet();
if ((outlet.x() >> 4) == chunkPos.x() && (outlet.z() >> 4) == chunkPos.z()) outlets.add(outlet);
}
var lava = lavaPlan(generator, randomState);
for (var fall : lava.falls()) {
var outlet = fall.outlet();
if ((outlet.x() >> 4) == chunkPos.x() && (outlet.z() >> 4) == chunkPos.z())
outlets.add(new CavernHydrology.Position(outlet.x(), outlet.y(), outlet.z()));
}
var lavaCells = lava.cellsInChunk(chunkPos.x(), chunkPos.z());
var lavaSupports = lava.supportsInChunk(chunkPos.x(), chunkPos.z());
if (cells.isEmpty() && springs.isEmpty() && outlets.isEmpty() && lavaCells.isEmpty() && lavaSupports.isEmpty()) return;
BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos();
// Validate all replacements and two intact support layers before modifying this chunk.
for (var cell : cells) {
for (int y = cell.bedY() - cell.sedimentDepth() - 1; y <= cell.bedY(); y++) {
requireSolid(chunk, pos.set(cell.x(), y, cell.z()), randomState.seed());
}
}
for (var spring : springs) {
var source = spring.source();
requireSolid(chunk, pos.set(source.x(), source.y(), source.z()), randomState.seed());
}
for (var support : lavaSupports) {
requireSolid(chunk, pos.set(support.x(), support.y(), support.z()), randomState.seed());
if (chunk.getBlockState(pos).ignitedByLava()) {
throw new IllegalStateException("Lava pocket requires nonflammable natural support at " + pos);
}
}
for (var cell : lavaCells) {
requireSolid(chunk, pos.set(cell.x(), cell.y(), cell.z()), randomState.seed());
}
for (var cell : cells) {
for (int depth = 0; depth < cell.sedimentDepth(); depth++) {
pos.set(cell.x(), cell.bedY() - depth, cell.z());
BlockState material = CavernMaterials.sedimentBlock(cell, randomState.seed(), depth);
chunk.setBlockState(pos, material, 0);
}
for (int y = cell.bedY() + 1; y <= Math.max(cell.waterY(), cell.carveTop()); y++) {
pos.set(cell.x(), y, cell.z());
chunk.setBlockState(pos, cell.hasWater() && y <= cell.waterY()
? Blocks.WATER.defaultBlockState() : Blocks.AIR.defaultBlockState(), 0);
if (cell.hasWater() && y <= cell.waterY()) chunk.markPosForPostProcessing(pos);
}
}
for (var spring : springs) {
var source = spring.source();
pos.set(source.x(), source.y(), source.z());
chunk.setBlockState(pos, Blocks.WATER.defaultBlockState(), 0);
// Only the source is generated. Vanilla fluid ticks create the descending waterfall.
chunk.markPosForPostProcessing(pos);
}
for (var cell : lavaCells) {
pos.set(cell.x(), cell.y(), cell.z());
chunk.setBlockState(pos, (cell.lava() ? Blocks.LAVA : Blocks.AIR).defaultBlockState(), 0);
if (cell.lava()) chunk.markPosForPostProcessing(pos);
}
// This existing vanilla queue is consumed after neighbouring chunks finish decoration.
// Mark the outlet in its own chunk, including when its source belongs to a neighbour.
for (var outlet : outlets) {
pos.set(outlet.x(), outlet.y(), outlet.z());
chunk.markPosForPostProcessing(pos);
}
Heightmap.primeHeightmaps(chunk, EnumSet.of(Heightmap.Types.WORLD_SURFACE_WG,
Heightmap.Types.OCEAN_FLOOR_WG));
}
/** Reserve water, sediment and hot-rock volumes before placing vegetation. */
public static boolean protects(NoiseBasedChunkGenerator generator, RandomState randomState, BlockPos base,
int radius, int height, int rootDepth) {
var water = plan(generator, randomState);
var lava = lavaPlan(generator, randomState);
int low = base.getY() - rootDepth, high = base.getY() + height;
for (int x = base.getX() - radius; x <= base.getX() + radius; x++) {
for (int z = base.getZ() - radius; z <= base.getZ() + radius; z++) {
for (var cell : water.cellsAt(x, z))
if (low <= cell.carveTop() && high >= cell.bedY() - cell.sedimentDepth() - 1) return true;
}
}
for (var spring : water.springs()) {
var bounds = spring.flowBounds();
if (base.getX() + radius >= bounds.minX() - 2 && base.getX() - radius <= bounds.maxX() + 2
&& base.getZ() + radius >= bounds.minZ() - 2 && base.getZ() - radius <= bounds.maxZ() + 2
&& low <= bounds.maxY() + 2 && high >= bounds.minY() - 2) return true;
var source = spring.source();
if (Math.abs(base.getX() - source.x()) <= radius + 3 && Math.abs(base.getZ() - source.z()) <= radius + 3
&& low <= source.y() + 3 && high >= source.y() - 3) return true;
}
for (var bounds : lava.flowBounds()) {
if (base.getX() + radius >= bounds.minX() - 8 && base.getX() - radius <= bounds.maxX() + 8
&& base.getZ() + radius >= bounds.minZ() - 8 && base.getZ() - radius <= bounds.maxZ() + 8
&& low <= bounds.maxY() + 8 && high >= bounds.minY() - 8) return true;
}
for (var spill : water.spills()) {
var bounds = spill.flowBounds();
if (base.getX() + radius >= bounds.minX() - 3 && base.getX() - radius <= bounds.maxX() + 3
&& base.getZ() + radius >= bounds.minZ() - 3 && base.getZ() - radius <= bounds.maxZ() + 3
&& low <= bounds.maxY() + 3 && high >= bounds.minY() - 3) return true;
}
for (var cell : lava.cells()) if (Math.abs(base.getX() - cell.x()) <= radius + 2 && Math.abs(base.getZ() - cell.z()) <= radius + 2
&& low <= cell.y() + 2 && high >= cell.y() - 2) return true;
for (var support : lava.supports()) if (Math.abs(base.getX() - support.x()) <= radius + 2 && Math.abs(base.getZ() - support.z()) <= radius + 2
&& low <= support.y() + 2 && high >= support.y() - 2) return true;
return false;
}
private static void requireSolid(ChunkAccess chunk, BlockPos pos, long seed) {
if (!chunk.getBlockState(pos).isCollisionShapeFullBlock(chunk, pos)) {
throw new IllegalStateException("Cavern hydrology differs from terrain at " + pos + " for seed " + seed);
}
}
}
@@ -1,99 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import com.mojang.serialization.codecs.RecordCodecBuilder;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.stream.Stream;
import net.minecraft.core.Holder;
import net.minecraft.core.registries.Registries;
import net.minecraft.resources.ResourceKey;
import net.minecraft.world.level.biome.Biome;
import net.minecraft.world.level.biome.BiomeResolver;
import net.minecraft.world.level.biome.BiomeSource;
import net.minecraft.world.level.biome.Climate;
/** Seeded alpha.9 rift climate, separate from all saved earlier biome-source codecs. */
public final class CavernIslandBiomeSource extends BiomeSource {
public static final ResourceKey<Biome> OAK_FOREST = key("cavern_oak_forest");
public static final ResourceKey<Biome> BIRCH_FOREST = key("cavern_birch_forest");
public static final ResourceKey<Biome> CLEARING = key("cavern_clearing");
public static final ResourceKey<Biome> DRY_WOODLAND = key("cavern_dry_woodland");
public static final ResourceKey<Biome> ROCKY_HEATH = key("cavern_rocky_heath");
public static final ResourceKey<Biome> DARK_GROVE = key("cavern_dark_grove");
public static final ResourceKey<Biome> BAMBOO_GROVE = key("cavern_bamboo_grove");
public static final ResourceKey<Biome> SULFUR_DEPTHS = key("cavern_sulfur_depths");
public static final ResourceKey<Biome> LUSH_CAVES = key("cavern_lush_caves");
public static final ResourceKey<Biome> DRIPSTONE_CAVES = key("cavern_dripstone_caves");
public static final MapCodec<CavernIslandBiomeSource> CODEC = RecordCodecBuilder.mapCodec(instance -> instance.group(
Biome.CODEC.fieldOf("oak_forest").forGetter(source -> source.oakForest),
Biome.CODEC.fieldOf("birch_forest").forGetter(source -> source.birchForest),
Biome.CODEC.fieldOf("clearing").forGetter(source -> source.clearing),
Biome.CODEC.fieldOf("dry_woodland").forGetter(source -> source.dryWoodland),
Biome.CODEC.fieldOf("rocky_heath").forGetter(source -> source.rockyHeath),
Biome.CODEC.fieldOf("dark_grove").forGetter(source -> source.darkGrove),
Biome.CODEC.fieldOf("bamboo_grove").forGetter(source -> source.bambooGrove),
Biome.CODEC.fieldOf("sulfur_depths").forGetter(source -> source.sulfurDepths),
Biome.CODEC.fieldOf("lush_caves").forGetter(source -> source.lushCaves),
Biome.CODEC.fieldOf("dripstone_caves").forGetter(source -> source.dripstoneCaves)
).apply(instance, CavernIslandBiomeSource::new));
private final Holder<Biome> oakForest;
private final Holder<Biome> birchForest;
private final Holder<Biome> clearing;
private final Holder<Biome> dryWoodland;
private final Holder<Biome> rockyHeath;
private final Holder<Biome> darkGrove;
private final Holder<Biome> bambooGrove;
private final Holder<Biome> sulfurDepths;
private final Holder<Biome> lushCaves;
private final Holder<Biome> dripstoneCaves;
public CavernIslandBiomeSource(Holder<Biome> oakForest, Holder<Biome> birchForest, Holder<Biome> clearing,
Holder<Biome> dryWoodland, Holder<Biome> rockyHeath, Holder<Biome> darkGrove,
Holder<Biome> bambooGrove, Holder<Biome> sulfurDepths, Holder<Biome> lushCaves, Holder<Biome> dripstoneCaves) {
this.oakForest = oakForest;
this.birchForest = birchForest;
this.clearing = clearing;
this.dryWoodland = dryWoodland;
this.rockyHeath = rockyHeath;
this.darkGrove = darkGrove;
this.bambooGrove = bambooGrove;
this.sulfurDepths = sulfurDepths;
this.lushCaves = lushCaves;
this.dripstoneCaves = dripstoneCaves;
}
@Override
protected MapCodec<CavernIslandBiomeSource> codec() { return CODEC; }
@Override
protected Stream<Holder<Biome>> collectPossibleBiomes() {
return Stream.of(oakForest, birchForest, clearing, dryWoodland, rockyHeath, darkGrove, bambooGrove, sulfurDepths, lushCaves, dripstoneCaves);
}
@Override
public BiomeResolver createResolver(Climate.Sampler sampler) {
return (quartX, quartY, quartZ) -> {
int x = quartX * 4, y = quartY * 4, z = quartZ * 4;
float variation = sampler.temperature().sampleValue(x, 0, z);
float moisture = sampler.humidity().sampleValue(x, 0, z);
return switch (CavernBiomePalette.select(y, variation, moisture)) {
case OAK_FOREST -> oakForest;
case BIRCH_FOREST -> birchForest;
case CLEARING -> clearing;
case DRY_WOODLAND -> dryWoodland;
case ROCKY_HEATH -> rockyHeath;
case DARK_GROVE -> darkGrove;
case BAMBOO_GROVE -> bambooGrove;
case SULFUR_DEPTHS -> sulfurDepths;
case LUSH_CAVES -> lushCaves;
case DRIPSTONE_CAVES -> dripstoneCaves;
};
};
}
private static ResourceKey<Biome> key(String path) {
return ResourceKey.create(Registries.BIOME, SanctuaryMod.id(path));
}
}
@@ -1,331 +0,0 @@
package fr.koka.sanctuary.worldgen;
import java.util.ArrayList;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Optional;
import java.util.Set;
/** Alpha.9 lava: an optional covered pocket and up to two deep rock outlets.
* All sources replace natural rock; Minecraft alone produces the falling lava. */
public final class CavernLavaDeposit {
public static final int RADIUS = 192;
public static final int WATER_CLEARANCE = 32;
public static final int LAVA_VOLUME = 18;
private static final int ENTRY_DISTANCE = 8;
private static final int[][] DIRECTIONS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
private static final Comparator<Position> POSITION_ORDER = Comparator.comparingInt(Position::x)
.thenComparingInt(Position::z).thenComparingInt(Position::y);
private static final Comparator<Cell> CELL_ORDER = Comparator.comparingInt(Cell::x)
.thenComparingInt(Cell::z).thenComparingInt(Cell::y);
private CavernLavaDeposit() {}
public record Position(int x, int y, int z) {}
/** lava=false removes existing rock to open the two-block-high chamber or approach. */
public record Cell(int x, int y, int z, boolean lava) {}
public static final class Plan {
private final List<Cell> cells;
private final List<Cell> lavaCells;
private final List<Position> supports;
private final Optional<Position> access;
private final Map<Long, List<Cell>> chunks;
private final Map<Long, List<Position>> supportChunks;
private final List<CavernLavaFlows.Fall> falls;
private final Map<Long, List<CavernLavaFlows.Fall>> fallChunks;
private Plan(List<Cell> cells, Set<Position> supports, Position access) {
this(cells, supports, access, List.of());
}
private Plan(List<Cell> cells, Set<Position> supports, Position access, List<CavernLavaFlows.Fall> falls) {
this.falls = List.copyOf(falls);
Map<Long, List<CavernLavaFlows.Fall>> groupedFalls = new HashMap<>();
for (var fall : falls) groupedFalls.computeIfAbsent(
key(fall.source().x() >> 4, fall.source().z() >> 4), ignored -> new ArrayList<>()).add(fall);
groupedFalls.replaceAll((ignored, values) -> List.copyOf(values));
fallChunks = Map.copyOf(groupedFalls);
this.cells = cells.stream().sorted(CELL_ORDER).toList();
lavaCells = this.cells.stream().filter(Cell::lava).toList();
this.supports = supports.stream().sorted(POSITION_ORDER).toList();
this.access = Optional.ofNullable(access);
Map<Long, List<Cell>> byChunk = new HashMap<>();
for (Cell cell : this.cells) byChunk.computeIfAbsent(key(cell.x() >> 4, cell.z() >> 4),
ignored -> new ArrayList<>()).add(cell);
byChunk.replaceAll((ignored, values) -> List.copyOf(values));
chunks = Map.copyOf(byChunk);
Map<Long, List<Position>> bySupportChunk = new HashMap<>();
for (Position support : this.supports) bySupportChunk.computeIfAbsent(key(support.x() >> 4, support.z() >> 4),
ignored -> new ArrayList<>()).add(support);
bySupportChunk.replaceAll((ignored, values) -> List.copyOf(values));
supportChunks = Map.copyOf(bySupportChunk);
}
public List<Cell> cells() { return cells; }
public List<Cell> lavaCells() { return lavaCells; }
public List<Position> supports() { return supports; }
public List<CavernLavaFlows.Fall> falls() { return falls; }
public List<CavernLavaFlows.Fall> fallsInChunk(int x, int z) { return fallChunks.getOrDefault(key(x, z), List.of()); }
public List<Position> flowSources() { return falls.stream().map(CavernLavaFlows.Fall::source).toList(); }
public List<CavernHydrology.FlowBounds> flowBounds() { return falls.stream().map(CavernLavaFlows.Fall::flowBounds).toList(); }
/** Player feet on a natural ledge, with three blocks of headroom below a roof or sky. */
public Optional<Position> access() { return access; }
public List<Cell> cellsInChunk(int x, int z) { return chunks.getOrDefault(key(x, z), List.of()); }
public List<Position> supportsInChunk(int x, int z) { return supportChunks.getOrDefault(key(x, z), List.of()); }
}
public static Plan create(long seed, CavernHydrology.Sampler sampler, CavernHydrology.Plan hydrology) {
Plan pocket = new Search(seed, sampler, hydrology).find();
List<CavernLavaFlows.Fall> falls = CavernLavaFlows.create(seed, sampler, hydrology, pocket);
List<Cell> cells = new ArrayList<>(pocket.cells());
Set<Position> supports = new HashSet<>(pocket.supports());
for (var fall : falls) {
Position source = fall.source();
cells.add(new Cell(source.x(), source.y(), source.z(), true));
supports.addAll(fall.supports());
}
return new Plan(cells, supports, pocket.access().orElse(null), falls);
}
private record Candidate(int x, int z, int dx, int dz, double score) {}
private record LowerCandidate(int x, int y, int z, int dx, int dz, double score) {}
private static final class Search {
private final long seed;
private final CavernHydrology.Sampler sampler;
private final CavernHydrology.Plan hydrology;
private final Map<Long, Integer> heights = new HashMap<>();
Search(long seed, CavernHydrology.Sampler sampler, CavernHydrology.Plan hydrology) {
this.seed = seed;
this.sampler = sampler;
this.hydrology = hydrology;
}
Plan find() {
Plan lower = findLowerPocket();
if (lower != null) return lower;
List<Candidate> candidates = new ArrayList<>();
for (int x = -184; x <= 184; x += 8) for (int z = -184; z <= 184; z += 8) {
if (!inside(x, z, RADIUS - 8)) continue;
int ledge = top(x, z);
if (ledge < 64 || ledge > 300) continue;
for (int[] direction : DIRECTIONS) {
int cx = x - direction[0] * ENTRY_DISTANCE, cz = z - direction[1] * ENTRY_DISTANCE;
if (!inside(cx, cz, RADIUS - 12) || !clearOfWater(cx, cz)) continue;
int rise = top(cx, cz) - ledge;
if (rise < 12) continue;
candidates.add(new Candidate(x, z, direction[0], direction[1],
random(seed, cx, cz) + Math.min(rise, 40) * 0.015));
}
}
candidates.sort(Comparator.comparingDouble(Candidate::score).reversed()
.thenComparingInt(Candidate::x).thenComparingInt(Candidate::z)
.thenComparingInt(Candidate::dx).thenComparingInt(Candidate::dz));
int attempts = 0;
for (Candidate candidate : candidates) {
if (attempts++ >= 192) break;
// Refine the coarse edge, including a ledge lying between two eight-block samples.
for (int along = 0; along < 8; along++) for (int tangent : new int[]{0, -3, 3}) {
int x = candidate.x() - candidate.dx() * along - candidate.dz() * tangent;
int z = candidate.z() - candidate.dz() * along + candidate.dx() * tangent;
Plan plan = tryNiche(x, z, candidate.dx(), candidate.dz());
if (plan != null) return plan;
}
}
return new Plan(List.of(), Set.of(), null);
}
/** Prefer a real lower ledge below an overhang. The chamber uses exactly the same rock
* shell as the outdoor fallback; only the entrance may now have a natural ceiling. */
private Plan findLowerPocket() {
List<LowerCandidate> candidates = new ArrayList<>();
for (int x = -176; x <= 176; x += 16) for (int z = -176; z <= 176; z += 16) {
if (!inside(x, z, RADIUS - 8)) continue;
for (int coarseY = 64; coarseY <= 160; coarseY += 8) {
if (!solid(x, coarseY, z) || solid(x, coarseY + 8, z)) continue;
int level = coarseY;
for (int y = coarseY + 7; y > coarseY; y--) {
if (solid(x, y, z)) { level = y; break; }
}
if (level > 160 || top(x, z) < level + 12) continue;
for (int[] direction : DIRECTIONS) {
int inwardX = x - direction[0] * 16, inwardZ = z - direction[1] * 16;
if (!inside(inwardX, inwardZ, RADIUS - 12)
|| !solid(inwardX, level + 2, inwardZ) || !solid(inwardX, level + 10, inwardZ)) continue;
candidates.add(new LowerCandidate(x, level, z, direction[0], direction[1],
random(seed + level + 0x108E2L, x - direction[0], z - direction[1])
+ (160 - level) * .002));
}
}
}
candidates.sort(Comparator.comparingDouble(LowerCandidate::score).reversed()
.thenComparingInt(LowerCandidate::x).thenComparingInt(LowerCandidate::z)
.thenComparingInt(LowerCandidate::y).thenComparingInt(LowerCandidate::dx).thenComparingInt(LowerCandidate::dz));
int attempts = 0;
for (LowerCandidate candidate : candidates) {
if (attempts++ >= 128) break;
for (int along = 0; along < 16; along++) for (int tangent : new int[]{0, -3, 3}) {
int x = candidate.x() - candidate.dx() * along - candidate.dz() * tangent;
int z = candidate.z() - candidate.dz() * along + candidate.dx() * tangent;
for (int level = Math.min(160, candidate.y() + 5); level >= Math.max(64, candidate.y() - 5); level--) {
// Reject solid cave walls and missing floors before expensive shell probes.
if (!solid(x, level, z) || solid(x, level + 1, z)) continue;
Plan plan = tryNiche(x, z, candidate.dx(), candidate.dz(), level, true);
if (plan != null) return plan;
}
}
}
return null;
}
private Plan tryNiche(int entryX, int entryZ, int dx, int dz) {
return tryNiche(entryX, entryZ, dx, dz, top(entryX, entryZ), false);
}
private Plan tryNiche(int entryX, int entryZ, int dx, int dz, int level, boolean underground) {
int cx = entryX - dx * ENTRY_DISTANCE, cz = entryZ - dz * ENTRY_DISTANCE;
if (!inside(cx, cz, RADIUS - 12) || level < 64 || level > (underground ? 160 : 300)
|| top(cx, cz) < level + 12) return null;
// A lower entrance has genuine overhead island rock, but does not need a sky view.
if (underground && top(entryX, entryZ) < level + 12) return null;
int airLimit = underground ? level + 3 : 383;
for (int y = level + 1; y <= airLimit; y++) if (solid(entryX, y, entryZ)) return null;
for (int y = level - 2; y <= level; y++) if (!solid(entryX, y, entryZ)) return null;
if (underground ? !clearOfWater(cx, level, cz) : !clearOfWater(cx, cz)) return null;
List<Cell> cells = new ArrayList<>();
Set<Position> changed = new HashSet<>();
Set<Position> supports = new HashSet<>();
for (int x = cx - 1; x <= cx + 1; x++) for (int z = cz - 1; z <= cz + 1; z++) {
for (int y = level - 1; y <= level + 2; y++) {
if (!solid(x, y, z)) return null;
add(cells, changed, x, y, z, y <= level);
}
}
// A dry lip separates the ledge from the pool. Only the air above it is opened.
for (int distance = 2; distance < ENTRY_DISTANCE; distance++) {
int x = cx + dx * distance, z = cz + dz * distance;
for (int y = level + 1; y <= level + 2; y++) {
if (solid(x, y, z)) add(cells, changed, x, y, z, false);
}
}
// Every carved column must lie under eight continuous natural rock blocks. This
// excludes soil-cap excavation at the entrance as well as exposed surface lava.
Map<Long, Integer> highest = new HashMap<>();
for (Cell cell : cells) highest.merge(key(cell.x(), cell.z()), cell.y(), Math::max);
for (var column : highest.entrySet()) {
int x = (int) (column.getKey() >> 32), z = (int) (long) column.getKey();
for (int y = column.getValue() + 1; y <= column.getValue() + 8; y++) {
if (!requireRock(supports, x, y, z)) return null;
}
}
// Three intact blocks under the pool, two-block-thick side walls, and a solid chamber
// surround prevent escape through an adjacent cave. No part of this shell is created.
for (int x = cx - 3; x <= cx + 3; x++) for (int z = cz - 3; z <= cz + 3; z++) {
for (int y = level - 4; y <= level + 2; y++) {
if (changed.contains(new Position(x, y, z))) continue;
if (!requireRock(supports, x, y, z)) return null;
}
}
// The natural roof also covers a conservative envelope around local lava fire spread.
// Its thickness keeps later surface vegetation well above the lava chamber.
for (int x = cx - 4; x <= cx + 4; x++) for (int z = cz - 4; z <= cz + 4; z++) {
for (int y = level + 3; y <= level + 10; y++) {
if (!requireRock(supports, x, y, z)) return null;
}
}
for (int distance = 2; distance <= ENTRY_DISTANCE; distance++) {
int x = cx + dx * distance, z = cz + dz * distance;
for (int y = level - 2; y <= level; y++) {
if (!requireRock(supports, x, y, z)) return null;
}
}
supports.removeAll(changed);
return new Plan(cells, supports, new Position(entryX, level + 1, entryZ));
}
private boolean requireRock(Set<Position> supports, int x, int y, int z) {
if (!solid(x, y, z)) return false;
supports.add(new Position(x, y, z));
return true;
}
private boolean clearOfWater(int x, int z) {
// The extra ten blocks include both the entrance and the complete protected shell.
int clearance = WATER_CLEARANCE + 10;
for (var cell : hydrology.cells()) {
long dx = x - cell.x(), dz = z - cell.z();
if (dx * dx + dz * dz < (long) clearance * clearance) return false;
}
for (var spring : hydrology.springs()) {
var bounds = spring.flowBounds();
long dx = Math.max(Math.max((long) bounds.minX() - x, 0), (long) x - bounds.maxX());
long dz = Math.max(Math.max((long) bounds.minZ() - z, 0), (long) z - bounds.maxZ());
if (dx * dx + dz * dz < (long) clearance * clearance) return false;
}
for (var spill : hydrology.spills()) {
var bounds = spill.flowBounds();
long dx = Math.max(Math.max((long) bounds.minX() - x, 0), (long) x - bounds.maxX());
long dz = Math.max(Math.max((long) bounds.minZ() - z, 0), (long) z - bounds.maxZ());
if (dx * dx + dz * dz < (long) clearance * clearance) return false;
}
return true;
}
private boolean clearOfWater(int x, int level, int z) {
// This box covers chamber, dry approach, intact shell and roof. A lake far above is
// allowed; an actual waterfall crossing this level still excludes the entire pocket.
var pocket = new CavernHydrology.FlowBounds(x - 10, level - 4, z - 10, x + 10, level + 10, z + 10);
for (var cell : hydrology.cells()) {
var ground = new CavernHydrology.FlowBounds(cell.x(), cell.bedY() - cell.sedimentDepth() - 1,
cell.z(), cell.x(), Math.max(cell.carveTop(), cell.waterY()), cell.z());
if (distanceSquared(pocket, ground) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
for (var spring : hydrology.springs()) {
if (distanceSquared(pocket, spring.flowBounds()) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
for (var spill : hydrology.spills()) {
if (distanceSquared(pocket, spill.flowBounds()) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
return true;
}
private static long distanceSquared(CavernHydrology.FlowBounds a, CavernHydrology.FlowBounds b) {
long dx = Math.max(0, Math.max((long) a.minX() - b.maxX(), (long) b.minX() - a.maxX()));
long dy = Math.max(0, Math.max((long) a.minY() - b.maxY(), (long) b.minY() - a.maxY()));
long dz = Math.max(0, Math.max((long) a.minZ() - b.maxZ(), (long) b.minZ() - a.maxZ()));
return dx * dx + dy * dy + dz * dz;
}
private int top(int x, int z) {
return heights.computeIfAbsent(key(x, z), ignored -> {
for (int y = 383; y >= 32; y -= 4) {
if (!solid(x, y, z)) continue;
for (int exact = Math.min(383, y + 3); exact > y; exact--) if (solid(x, exact, z)) return exact;
return y;
}
return -1;
});
}
private boolean solid(int x, int y, int z) { return sampler.sample(x, y, z) > 0; }
}
private static void add(List<Cell> cells, Set<Position> changed, int x, int y, int z, boolean lava) {
if (changed.add(new Position(x, y, z))) cells.add(new Cell(x, y, z, lava));
}
private static boolean inside(int x, int z, int radius) { return (long) x * x + (long) z * z < (long) radius * radius; }
private static long key(int x, int z) { return ((long) x << 32) | (z & 0xffffffffL); }
private static double random(long seed, int x, int z) {
long value = seed ^ key(x, z) ^ 0x1A7A5EEDL;
value = (value ^ (value >>> 30)) * 0xbf58476d1ce4e5b9L;
value = (value ^ (value >>> 27)) * 0x94d049bb133111ebL;
return ((value ^ (value >>> 31)) >>> 11) * 0x1.0p-53;
}
}
@@ -1,241 +0,0 @@
package fr.koka.sanctuary.worldgen;
import fr.koka.sanctuary.worldgen.CavernLavaDeposit.Position;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Set;
/** Selects a few volcanic seeps in deep exposed rock. Sources replace rock; their outlets and
* entire falling columns are left empty for vanilla lava ticks. No retaining wall is generated. */
public final class CavernLavaFlows {
public static final int MIN_SOURCE_Y = 40;
public static final int MAX_SOURCE_Y = 160;
public static final int MAX_FALLS = 2;
public static final int HORIZONTAL_REACH = 3;
public static final int FIRE_CLEARANCE = 8;
public static final int WATER_CLEARANCE = 24;
private static final int RADIUS = 224;
private static final int[][] CARDINALS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
private static final Comparator<Position> POSITION_ORDER = Comparator.comparingInt(Position::x)
.thenComparingInt(Position::z).thenComparingInt(Position::y);
private CavernLavaFlows() {}
/** flowBounds predicts undecorated rock drainage; it does not override Minecraft physics.
* supports contains only unchanged natural rock around the source, never the source itself. */
public record Fall(long id, Position source, Position outlet, List<Position> flowPath,
CavernHydrology.FlowBounds flowBounds, List<Position> supports) {
public Fall { flowPath = List.copyOf(flowPath); supports = List.copyOf(supports); }
}
public static List<Fall> create(long seed, CavernHydrology.Sampler sampler,
CavernHydrology.Plan water, CavernLavaDeposit.Plan pocket) {
return new Search(seed, sampler, water, pocket).find();
}
private record Candidate(int x, int y, int z, int dx, int dz, double score) {}
private record Node(Position at, int reach) {}
private record Trace(List<Position> path, CavernHydrology.FlowBounds bounds) {}
private static final class Search {
private final long seed;
private final CavernHydrology.Sampler sampler;
private final CavernHydrology.Plan water;
private final CavernLavaDeposit.Plan pocket;
private final List<Fall> falls = new ArrayList<>();
Search(long seed, CavernHydrology.Sampler sampler, CavernHydrology.Plan water, CavernLavaDeposit.Plan pocket) {
this.seed = seed; this.sampler = sampler; this.water = water; this.pocket = pocket;
}
List<Fall> find() {
List<Candidate> candidates = new ArrayList<>();
// Coarse probes below the surface can see a lower overhang that a heightmap hides.
for (int x = -216; x <= 216; x += 8) for (int z = -216; z <= 216; z += 8) {
if ((long) x * x + (long) z * z >= (long) RADIUS * RADIUS) continue;
for (int y = MIN_SOURCE_Y; y <= MAX_SOURCE_Y; y += 8) {
if (!solid(x, y, z)) continue;
for (int[] d : CARDINALS) {
if (solid(x + d[0] * 4, y, z + d[1] * 4)) continue;
double score = random(seed + y, x + d[0], z + d[1])
+ (MAX_SOURCE_Y - y) * .002;
candidates.add(new Candidate(x, y, z, d[0], d[1], score));
}
}
}
candidates.sort(Comparator.comparingDouble(Candidate::score).reversed()
.thenComparingInt(Candidate::x).thenComparingInt(Candidate::z)
.thenComparingInt(Candidate::y).thenComparingInt(Candidate::dx).thenComparingInt(Candidate::dz));
int attempts = 0;
for (Candidate candidate : candidates) {
if (falls.size() >= MAX_FALLS || attempts++ >= 160) break;
boolean placed = false;
for (int tangent : new int[]{0, -2, 2}) {
for (int along = 0; along < 4; along++) {
int x = candidate.x() + candidate.dx() * along - candidate.dz() * tangent;
int z = candidate.z() + candidate.dz() * along + candidate.dx() * tangent;
for (int dy : new int[]{0, 2, -2, 4, -4}) {
Position source = new Position(x, candidate.y() + dy, z);
if (source.y() < MIN_SOURCE_Y || source.y() > MAX_SOURCE_Y || !separated(source)) continue;
List<Position> supports = niche(source, candidate.dx(), candidate.dz());
if (supports == null) continue;
Position outlet = new Position(x + candidate.dx(), source.y(), z + candidate.dz());
Trace flow = trace(source, outlet);
if (flow == null || flow.bounds().minY() > source.y() - 12 || !clearOfWater(flow.bounds())) continue;
long id = mix(seed ^ (0x1A7AFA11L + falls.size() * 0x9E3779B97F4A7C15L));
falls.add(new Fall(id, source, outlet, flow.path(), flow.bounds(), supports));
placed = true;
break;
}
if (placed) break;
}
if (placed) break;
}
}
return List.copyOf(falls);
}
private boolean separated(Position source) {
CavernHydrology.FlowBounds point = bounds(source);
if (!clearOfWater(point)) return false;
for (Fall fall : falls) {
if (distanceSquared(source, fall.source()) < 80L * 80
|| distanceSquared(point, fall.flowBounds()) < 40L * 40) return false;
}
for (var cell : pocket.cells()) {
if (distanceSquared(source, new Position(cell.x(), cell.y(), cell.z())) < 32L * 32) return false;
}
return true;
}
private List<Position> niche(Position source, int dx, int dz) {
if (!solid(source)) return null;
Set<Position> supports = new HashSet<>();
// The source sits in rock, with a short intact roof, floor and three back/side faces.
// The spill column needs no floor: its absence is precisely what makes a cascade.
for (int dy = -3; dy <= 8; dy++) {
if (dy == 0) continue;
Position at = new Position(source.x(), source.y() + dy, source.z());
if (!solid(at)) return null;
supports.add(at);
}
for (int[] d : CARDINALS) {
if (d[0] == dx && d[1] == dz) continue;
for (int depth = 1; depth <= 2; depth++) {
Position at = new Position(source.x() + d[0] * depth, source.y(), source.z() + d[1] * depth);
if (!solid(at)) return null;
supports.add(at);
}
}
for (int dy = 0; dy >= -8; dy--) {
if (solid(source.x() + dx, source.y() + dy, source.z() + dz)) return null;
}
return supports.stream().sorted(POSITION_ORDER).toList();
}
private boolean clearOfWater(CavernHydrology.FlowBounds bounds) {
for (var cell : water.cells()) {
var column = new CavernHydrology.FlowBounds(cell.x(), cell.bedY() - cell.sedimentDepth() - 1,
cell.z(), cell.x(), Math.max(cell.carveTop(), cell.waterY()), cell.z());
if (distanceSquared(bounds, column) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
for (var spring : water.springs()) {
if (distanceSquared(bounds, spring.flowBounds()) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
for (var spill : water.spills()) {
if (distanceSquared(bounds, spill.flowBounds()) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
return true;
}
/** Descending lava resets its horizontal reach to three in this non-ultrawarm dimension.
* Explore all downhill branches through rock, so selection does not depend on chunk order. */
private Trace trace(Position source, Position outlet) {
Map<Position, Integer> reach = new HashMap<>();
Map<Position, Position> parent = new HashMap<>();
ArrayDeque<Node> queue = new ArrayDeque<>();
reach.put(source, HORIZONTAL_REACH);
queue.addLast(new Node(source, HORIZONTAL_REACH));
Position lowest = source;
while (!queue.isEmpty()) {
Node node = queue.removeFirst();
Position at = node.at();
if (node.reach() < reach.getOrDefault(at, -1)) continue;
if (at.y() < lowest.y()) lowest = at;
if (reach.size() > 12000 || Math.abs(at.x() - source.x()) > 64 || Math.abs(at.z() - source.z()) > 64) return null;
if (at.y() <= 0) continue;
Position below = new Position(at.x(), at.y() - 1, at.z());
if (!flowSolid(below, source)) {
enqueue(below, HORIZONTAL_REACH, at, reach, parent, queue);
continue;
}
if (node.reach() <= 0) continue;
for (int[] d : CARDINALS) {
Position next = new Position(at.x() + d[0], at.y(), at.z() + d[1]);
if (!flowSolid(next, source)) enqueue(next, node.reach() - 1, at, reach, parent, queue);
}
}
if (!reach.containsKey(outlet)) return null;
int minX = source.x(), maxX = minX, minY = source.y(), maxY = minY, minZ = source.z(), maxZ = minZ;
for (Position at : reach.keySet()) {
minX = Math.min(minX, at.x()); maxX = Math.max(maxX, at.x());
minY = Math.min(minY, at.y()); maxY = Math.max(maxY, at.y());
minZ = Math.min(minZ, at.z()); maxZ = Math.max(maxZ, at.z());
}
List<Position> path = new ArrayList<>();
for (Position at = lowest; at != null; at = parent.get(at)) path.add(at);
Collections.reverse(path);
return new Trace(List.copyOf(path), new CavernHydrology.FlowBounds(minX, minY, minZ, maxX, maxY, maxZ));
}
private boolean flowSolid(Position at, Position source) {
if (at.equals(source)) return false;
var cell = water.cellAt(at.x(), at.y(), at.z());
if (cell != null && at.y() > cell.bedY() && at.y() <= cell.carveTop()) return false;
return solid(at);
}
private boolean solid(Position at) { return solid(at.x(), at.y(), at.z()); }
private boolean solid(int x, int y, int z) { return sampler.sample(x, y, z) > 0; }
}
private static void enqueue(Position next, int available, Position from, Map<Position, Integer> reach,
Map<Position, Position> parent, ArrayDeque<Node> queue) {
if (available <= reach.getOrDefault(next, -1)) return;
if (!reach.containsKey(next)) parent.put(next, from);
reach.put(next, available);
queue.addLast(new Node(next, available));
}
private static CavernHydrology.FlowBounds bounds(Position at) {
return new CavernHydrology.FlowBounds(at.x(), at.y(), at.z(), at.x(), at.y(), at.z());
}
private static long distanceSquared(Position a, Position b) {
long dx = a.x() - b.x(), dy = a.y() - b.y(), dz = a.z() - b.z();
return dx * dx + dy * dy + dz * dz;
}
private static long distanceSquared(CavernHydrology.FlowBounds a, CavernHydrology.FlowBounds b) {
long dx = Math.max(0, Math.max((long) a.minX() - b.maxX(), (long) b.minX() - a.maxX()));
long dy = Math.max(0, Math.max((long) a.minY() - b.maxY(), (long) b.minY() - a.maxY()));
long dz = Math.max(0, Math.max((long) a.minZ() - b.maxZ(), (long) b.minZ() - a.maxZ()));
return dx * dx + dy * dy + dz * dz;
}
private static double random(long seed, int x, int z) {
return (mix(seed ^ ((long) x << 32) ^ (z & 0xffffffffL)) >>> 11) * 0x1.0p-53;
}
private static long mix(long value) {
value = (value ^ (value >>> 30)) * 0xbf58476d1ce4e5b9L;
value = (value ^ (value >>> 27)) * 0x94d049bb133111ebL;
return value ^ (value >>> 31);
}
}
@@ -1,44 +0,0 @@
package fr.koka.sanctuary.worldgen;
import net.minecraft.world.level.block.Block;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
/** Alpha.9 shore deposits: broad continuous patches through the existing sediment thickness. */
public final class CavernMaterials {
private CavernMaterials() {}
public static BlockState sedimentBlock(CavernHydrology.Cell cell, long seed, int depth) {
if (cell.material() == CavernHydrology.ShoreMaterial.GRASS) {
return (depth == 0 ? Blocks.GRASS_BLOCK : Blocks.DIRT).defaultBlockState();
}
if (cell.material() == CavernHydrology.ShoreMaterial.CLAY) return Blocks.CLAY.defaultBlockState();
double patch = patch(seed, cell.x(), cell.z(), 32);
Block material;
if (cell.hasWater() && patch < 0.24) material = Blocks.CLAY;
else if (patch < 0.53) material = Blocks.SAND;
else if (patch < 0.68) material = Blocks.GRAVEL;
else {
double rock = patch(seed ^ 0x4c6179657273L, cell.x(), cell.z(), 40);
material = rock < 0.28 ? Blocks.GRANITE : rock < 0.45 ? Blocks.DIORITE
: rock < 0.65 ? Blocks.ANDESITE : Blocks.STONE;
}
return material.defaultBlockState();
}
private static double patch(long seed, int x, int z, int scale) {
int gx = Math.floorDiv(x, scale), gz = Math.floorDiv(z, scale);
double tx = smooth(Math.floorMod(x, scale) / (double) scale);
double tz = smooth(Math.floorMod(z, scale) / (double) scale);
double near = lerp(value(seed, gx, gz), value(seed, gx + 1, gz), tx);
double far = lerp(value(seed, gx, gz + 1), value(seed, gx + 1, gz + 1), tx);
return lerp(near, far, tz);
}
private static double value(long seed, int x, int z) {
return (WoodlandGroveGeometry.seed(seed, x, 0, z, 0x53484f5245L) >>> 11) * 0x1.0p-53;
}
private static double smooth(double t) { return t * t * (3 - 2 * t); }
private static double lerp(double a, double b, double t) { return a + (b - a) * t; }
}
@@ -1,41 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import net.minecraft.core.BlockPos;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.WorldGenLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.chunk.ChunkGenerator;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.feature.Feature;
/** A few plants on existing suitable shores, after the forest has been decorated. */
public final class CavernShoreSugarCaneFeature implements Feature {
public static final MapCodec<CavernShoreSugarCaneFeature> CODEC = MapCodec.unit(CavernShoreSugarCaneFeature::new);
@Override
public MapCodec<CavernShoreSugarCaneFeature> codec() {
return CODEC;
}
@Override
public boolean place(WorldGenLevel level, ChunkGenerator generator, RandomSource random, BlockPos origin) {
if (!(generator instanceof NoiseBasedChunkGenerator noise) || !CavernHydrologyRuntime.enabled(noise)) return false;
var plan = CavernHydrologyRuntime.plan(noise, level.getLevel().getChunkSource().randomState());
var cane = Blocks.SUGAR_CANE.defaultBlockState();
boolean placed = false;
for (var cell : plan.cellsInChunk(origin.getX() >> 4, origin.getZ() >> 4)) {
if (cell.hasWater() || random.nextInt(7) != 0) continue;
BlockPos base = new BlockPos(cell.x(), cell.bedY() + 1, cell.z());
if (!level.getBlockState(base).isAir() || !cane.canSurvive(level, base)) continue;
int height = 1 + random.nextInt(3);
for (int y = 0; y < height; y++) {
BlockPos pos = base.above(y);
if (!level.getBlockState(pos).isAir() || !cane.canSurvive(level, pos)) break;
setBlock(level, pos, cane);
placed = true;
}
}
return placed;
}
}
@@ -1,108 +0,0 @@
package fr.koka.sanctuary.worldgen;
import java.util.ArrayList;
import java.util.List;
import net.minecraft.core.BlockPos;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.tags.BlockTags;
import net.minecraft.world.level.block.Block;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.VegetationBlock;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.LevelChunk;
import net.minecraft.world.level.chunk.ProtoChunk;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.material.Fluids;
/** One-time alpha.9 outlet finishing, using vanilla's persisted and consumed generation queue. */
public final class CavernSpringOutlets {
public record Pending(List<CavernHydrology.Position> sources, List<CavernHydrology.Position> outlets) {
public static final Pending EMPTY = new Pending(List.of(), List.of());
public Pending { sources = List.copyOf(sources); outlets = List.copyOf(outlets); }
public boolean isEmpty() { return sources.isEmpty() && outlets.isEmpty(); }
}
private CavernSpringOutlets() {}
/** Called before vanilla consumes the queue; a fully processed/reloaded chunk has no work. */
public static Pending capturePending(ServerLevel level, LevelChunk chunk) {
if (!(level.getChunkSource().getGenerator() instanceof NoiseBasedChunkGenerator noise)
|| !CavernHydrologyRuntime.enabled(noise)) return Pending.EMPTY;
boolean queued = false;
for (var section : chunk.getPostProcessing()) if (section != null && !section.isEmpty()) {
queued = true;
break;
}
if (!queued) return Pending.EMPTY;
var plan = CavernHydrologyRuntime.plan(noise, level.getChunkSource().randomState());
List<CavernHydrology.Position> sources = new ArrayList<>(), outlets = new ArrayList<>();
for (var spring : plan.springs()) {
if (markedHere(chunk, spring.source())) sources.add(spring.source());
if (markedHere(chunk, spring.outlet())) outlets.add(spring.outlet());
}
for (var spill : plan.spills()) {
if (markedHere(chunk, spill.source())) sources.add(spill.source());
if (markedHere(chunk, spill.outlet())) outlets.add(spill.outlet());
}
for (var fall : CavernHydrologyRuntime.lavaPlan(noise, level.getChunkSource().randomState()).falls()) {
var source = new CavernHydrology.Position(fall.source().x(), fall.source().y(), fall.source().z());
var outlet = new CavernHydrology.Position(fall.outlet().x(), fall.outlet().y(), fall.outlet().z());
if (markedHere(chunk, source)) sources.add(source);
if (markedHere(chunk, outlet)) outlets.add(outlet);
}
return new Pending(sources, outlets);
}
/** All neighbouring FEATURES have finished before a chunk reaches this stage. */
public static void finish(ServerLevel level, LevelChunk chunk, Pending pending) {
if (pending.isEmpty() || !(level.getChunkSource().getGenerator() instanceof NoiseBasedChunkGenerator noise)
|| !CavernHydrologyRuntime.enabled(noise)) return;
var random = level.getChunkSource().randomState();
var density = noise.generatorSettings().value().noiseRouter().finalDensity();
for (var outlet : pending.outlets()) {
if (!owns(chunk, outlet)) throw new IllegalArgumentException("An outlet belongs to another chunk: " + outlet);
var modified = CavernHydrologyRuntime.plan(noise, random).cellAt(outlet.x(), outlet.y(), outlet.z());
boolean carved = modified != null && outlet.y() > modified.waterY() && outlet.y() > modified.bedY()
&& outlet.y() <= modified.carveTop();
if (!carved && random.sampleBlockValueUncached(density, outlet.x(), outlet.y(), outlet.z()) > 0) {
throw new IllegalStateException("A spring outlet must already be natural air: " + outlet);
}
BlockPos pos = blockPos(outlet);
BlockState current = chunk.getBlockState(pos);
if (removableDecoration(current)) {
// Only this declared air cell is reopened. Neighbour notification wakes the
// adjacent source even if its own chunk was post-processed first.
level.setBlock(pos, Blocks.AIR.defaultBlockState(), Block.UPDATE_ALL);
}
}
for (var source : pending.sources()) {
if (!owns(chunk, source)) throw new IllegalArgumentException("A source belongs to another chunk: " + source);
BlockPos pos = blockPos(source);
BlockState current = chunk.getBlockState(pos);
if (current.getFluidState().isSource()) {
if (current.is(Blocks.WATER)) level.scheduleTick(pos, Fluids.WATER, Fluids.WATER.getTickDelay(level));
else if (current.is(Blocks.LAVA)) level.scheduleTick(pos, Fluids.LAVA, Fluids.LAVA.getTickDelay(level));
}
}
}
private static boolean markedHere(LevelChunk chunk, CavernHydrology.Position position) {
if (!owns(chunk, position)) return false;
var queue = chunk.getPostProcessing()[chunk.getSectionIndex(position.y())];
return queue != null && queue.contains(ProtoChunk.packOffsetCoordinates(blockPos(position)));
}
private static boolean owns(LevelChunk chunk, CavernHydrology.Position position) {
return (position.x() >> 4) == chunk.getPos().x() && (position.z() >> 4) == chunk.getPos().z();
}
private static BlockPos blockPos(CavernHydrology.Position position) {
return new BlockPos(position.x(), position.y(), position.z());
}
private static boolean removableDecoration(BlockState state) {
if (state.hasBlockEntity()) return false;
return state.is(Blocks.GLOW_LICHEN) || state.is(Blocks.VINE) || state.is(Blocks.MOSS_CARPET)
|| state.getBlock() instanceof VegetationBlock || state.is(BlockTags.LEAVES) || state.is(BlockTags.LOGS);
}
}
@@ -1,435 +0,0 @@
package fr.koka.sanctuary.worldgen;
import fr.koka.sanctuary.worldgen.CavernHydrology.*;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.PriorityQueue;
import java.util.Set;
import java.util.function.Predicate;
/** Small connected water terraces inside existing cave ledges. Each retained pool is excavated
* in rock; one declared edge may overflow. No dam, shelf, cave fill or fluid column is generated. */
public final class CavernTerraces {
public static final int MIN_Y = 56, MAX_Y = 208;
public static final int MAX_GROUPS = 2, MAX_DEPTH = 3, MAX_CARVE = 5;
private static final int RADIUS = 216, SEDIMENT = 3;
private static final int[][] CARDINALS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
private static final int[][] NEIGHBORS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}, {1, 1}, {1, -1}, {-1, 1}, {-1, -1}};
private CavernTerraces() {}
public record Result(List<Cell> cells, List<Feature> features, List<Terrace> terraces,
List<Spill> spills, Set<Position> predictedFlow) {
public static final Result EMPTY = new Result(List.of(), List.of(), List.of(), List.of(), Set.of());
public Result {
cells = List.copyOf(cells); features = List.copyOf(features); terraces = List.copyOf(terraces);
spills = List.copyOf(spills); predictedFlow = Set.copyOf(predictedFlow);
}
}
public static Result create(long seed, Sampler sampler, CavernHydrology.Plan surface) {
return new Search(seed, sampler, surface).build();
}
private record Candidate(int x, int y, int z, int dx, int dz, double score) {}
private record Floor(int top, int bottom, int ceiling) {}
private record Node(int x, int z, double cost) {}
private record FlowNode(Position at, int reach) {}
private record Flow(Set<Position> volume, List<Position> path, FlowBounds bounds) {}
private record Pool(Map<Long, Cell> cells, Position source, Position outlet) {}
private static final Floor NO_FLOOR = new Floor(-1, -1, -1);
private static final class Search {
private final long seed;
private final Sampler sampler;
private final CavernHydrology.Plan surface;
private final Map<Position, Floor> floors = new HashMap<>();
private final List<Cell> acceptedCells = new ArrayList<>();
private final List<Feature> features = new ArrayList<>();
private final List<Terrace> terraces = new ArrayList<>();
private final List<Spill> spills = new ArrayList<>();
private final Set<Position> predicted = new HashSet<>();
Search(long seed, Sampler sampler, CavernHydrology.Plan surface) {
this.seed = seed; this.sampler = sampler; this.surface = surface;
}
Result build() {
List<Candidate> candidates = new ArrayList<>();
for (int x = -208; x <= 208; x += 8) for (int z = -208; z <= 208; z += 8) {
if (!inside(x, z)) continue;
for (int y = 64; y <= MAX_Y; y += 8) {
if (!solid(x, y, z) || solid(x, y + 8, z)) continue;
int level = y;
for (int exact = y + 7; exact > y; exact--) if (solid(x, exact, z)) { level = exact; break; }
if (level > MAX_Y || floor(x, z, level) == NO_FLOOR) continue;
for (int[] d : CARDINALS) if (!solid(x + d[0] * 4, level, z + d[1] * 4)) {
candidates.add(new Candidate(x, level, z, d[0], d[1], random(seed + level, x + d[0], z + d[1])));
}
}
}
candidates.sort(Comparator.comparingDouble(Candidate::score).reversed()
.thenComparingInt(Candidate::x).thenComparingInt(Candidate::z).thenComparingInt(Candidate::y)
.thenComparingInt(Candidate::dx).thenComparingInt(Candidate::dz));
int attempts = 0;
for (Candidate candidate : candidates) {
if (terraces.size() >= MAX_GROUPS || attempts++ >= 160) break;
boolean added = false;
for (int tangent : new int[]{0, -2, 2}) {
for (int along = 0; along < 4; along++) {
int x = candidate.x() + candidate.dx() * along - candidate.dz() * tangent;
int z = candidate.z() + candidate.dz() * along + candidate.dx() * tangent;
for (int dy : new int[]{0, -1, 1, -2, 2}) {
Position source = new Position(x, candidate.y() + dy, z);
Position outlet = new Position(x + candidate.dx(), source.y(), z + candidate.dz());
if (!mouth(source, outlet) || !separated(source)) continue;
if (addGroup(source, outlet)) { added = true; break; }
}
if (added) break;
}
if (added) break;
}
}
return new Result(acceptedCells, features, terraces, spills, predicted);
}
private boolean addGroup(Position source, Position outlet) {
long groupId = mix(seed ^ (0xA9CA7E2L + terraces.size() * 0x9E3779B97F4A7C15L));
long upperId = mix(groupId + 1), lowerId = mix(groupId + 2);
Pool upper = grow(source, source.y(), source, outlet, upperId);
if (upper == null) return false;
// The first impact on a slope is often a thin lip. Follow natural drainage across
// its ledges, then find a supported receiving pool at a genuinely lower level.
// The same bounded fluid trace is used before and after carving the receiving pool.
Flow drainage = trace(source, outlet, new ArrayList<>(upper.cells().values()));
if (drainage == null) return false;
List<Position> contacts = new ArrayList<>();
for (Position at : drainage.volume()) {
int level = at.y() - 1;
if (level < MIN_Y || level > source.y() - 4 || !solid(at.x(), level, at.z())) continue;
Floor ground = floor(at.x(), at.z(), level);
if (ground != NO_FLOOR && ground.bottom() <= level - 7)
contacts.add(new Position(at.x(), level, at.z()));
}
contacts.sort(Comparator.comparingInt(Position::y).reversed()
.thenComparingInt(Position::x).thenComparingInt(Position::z));
Pool lower = null;
Position landing = null;
int attempts = 0;
for (Position contact : contacts) {
if (attempts++ >= 48) break;
lower = grow(contact, contact.y(), null, null, lowerId);
if (lower != null) { landing = contact; break; }
}
if (lower == null) return false;
List<Cell> groupCells = new ArrayList<>(upper.cells().values());
groupCells.addAll(lower.cells().values());
if (overlapping(groupCells)) return false;
Flow inlet = trace(source, outlet, groupCells);
if (inlet == null || !reaches(inlet, lower)) return false;
// If the same lower ledge has another natural edge, connect it to an open terminal
// fall. Otherwise its second pool stays closed; the first inter-pool cascade remains.
Pool drained = terminalPool(landing, lowerId);
Flow terminal = null;
if (drained != null) {
List<Cell> replacement = new ArrayList<>(upper.cells().values());
replacement.addAll(drained.cells().values());
if (!overlapping(replacement)) {
Flow in = trace(source, outlet, replacement);
Flow out = trace(drained.source(), drained.outlet(), replacement);
if (in != null && reaches(in, drained) && out != null
&& out.bounds().minY() <= drained.source().y() - 12) {
lower = drained; inlet = in; terminal = out; groupCells = replacement;
}
}
}
acceptedCells.addAll(groupCells);
features.add(feature(upperId, upper, source));
features.add(feature(lowerId, lower, landing));
terraces.add(new Terrace(groupId, List.of(upperId, lowerId)));
spills.add(new Spill(mix(groupId + 3), upperId, lowerId, source, outlet, inlet.path(), inlet.bounds()));
predicted.addAll(inlet.volume());
if (terminal != null) {
spills.add(new Spill(mix(groupId + 4), lowerId, -1, lower.source(), lower.outlet(), terminal.path(), terminal.bounds()));
predicted.addAll(terminal.volume());
}
return true;
}
private Pool terminalPool(Position center, long id) {
List<Position> candidates = new ArrayList<>();
for (int dx = -12; dx <= 12; dx++) for (int dz = -12; dz <= 12; dz++) {
if (dx * dx + dz * dz > 144) continue;
candidates.add(new Position(center.x() + dx, center.y(), center.z() + dz));
}
candidates.sort(Comparator.comparingDouble((Position p) -> Math.hypot(p.x() - center.x(), p.z() - center.z()))
.thenComparingInt(Position::x).thenComparingInt(Position::z));
int tried = 0;
for (Position source : candidates) for (int[] d : CARDINALS) {
Position outlet = new Position(source.x() + d[0], source.y(), source.z() + d[1]);
if (!mouth(source, outlet)) continue;
if (tried++ >= 12) return null;
Pool pool = grow(center, center.y(), source, outlet, id);
if (pool != null) return pool;
}
return null;
}
private Pool grow(Position center, int level, Position source, Position outlet, long id) {
PriorityQueue<Node> queue = new PriorityQueue<>(Comparator.comparingDouble(Node::cost)
.thenComparingInt(Node::x).thenComparingInt(Node::z));
Map<Long, Double> costs = new HashMap<>();
Set<Long> wet = new HashSet<>();
long origin = key(center.x(), center.z());
queue.add(new Node(center.x(), center.z(), 0)); costs.put(origin, 0.0);
int target = 100 + (int) (random(seed + level, center.x(), center.z()) * 80);
while (!queue.isEmpty() && wet.size() < target) {
Node node = queue.remove(); long k = key(node.x(), node.z());
if (wet.contains(k) || node.cost() > costs.getOrDefault(k, Double.POSITIVE_INFINITY)
|| !poolColumn(node.x(), node.z(), level, source, outlet)) continue;
wet.add(k);
for (int[] d : NEIGHBORS) {
int x = node.x() + d[0], z = node.z() + d[1]; long next = key(x, z);
if (Math.hypot(x - center.x(), z - center.z()) > 16 || wet.contains(next)) continue;
double cost = node.cost() + Math.hypot(d[0], d[1]) * (1 + noise(x, z, 11) * 1.8);
if (cost >= costs.getOrDefault(next, Double.POSITIVE_INFINITY)) continue;
costs.put(next, cost); queue.add(new Node(x, z, cost));
}
}
wet = connected(wet, origin);
if (wet.size() < 40 || source != null && !wet.contains(key(source.x(), source.z()))) return null;
Map<Long, Cell> cells = new HashMap<>();
for (long k : wet) {
int x = (int) (k >> 32), z = (int) k;
boolean edge = false;
for (int[] d : CARDINALS) edge |= !wet.contains(key(x + d[0], z + d[1]));
int depth = edge ? 1 : 2 + (noise(x, z, 9) > .6 ? 1 : 0);
Floor floor = floor(x, z, level);
int bed = level - depth;
if (floor == NO_FLOOR || floor.top() - bed > MAX_CARVE || floor.bottom() > bed - SEDIMENT - 1) return null;
ShoreMaterial material = noise(x + 101, z - 87, 19) > .42 ? ShoreMaterial.CLAY : ShoreMaterial.STONE;
cells.put(k, new Cell(x, z, level, bed, floor.top(), material, id, SEDIMENT));
}
for (Cell cell : cells.values()) for (int[] d : CARDINALS) {
int x = cell.x() + d[0], z = cell.z() + d[1];
Cell next = cells.get(key(x, z));
for (int y = cell.bedY() + 1; y <= cell.waterY(); y++) {
if (next != null && y > next.bedY()) continue;
if (source != null && cell.x() == source.x() && cell.z() == source.z()
&& x == outlet.x() && z == outlet.z() && y == outlet.y()) continue;
if (!solid(x, y, z)) return null;
}
}
return new Pool(Map.copyOf(cells), source, outlet);
}
private boolean poolColumn(int x, int z, int level, Position source, Position outlet) {
if (!inside(x, z)) return false;
Floor floor = floor(x, z, level);
if (floor == NO_FLOOR || floor.bottom() > level - 7 || !available(x, z, level - 8, floor.top())) return false;
for (int[] d : CARDINALS) {
if (source != null && x == source.x() && z == source.z()
&& x + d[0] == outlet.x() && z + d[1] == outlet.z()) continue;
if (!solid(x + d[0], level, z + d[1])) return false;
}
return true;
}
private Floor floor(int x, int z, int level) {
return floors.computeIfAbsent(new Position(x, level, z), ignored -> {
if (level < MIN_Y || level > MAX_Y) return NO_FLOOR;
int top = -1;
for (int y = level + 2; y >= level; y--) {
if (solid(x, y, z)) { top = y; break; }
}
if (top < 0) return NO_FLOOR;
for (int y = top + 1; y <= top + 4; y++) if (solid(x, y, z)) return NO_FLOOR;
int ceiling = top + 5;
while (ceiling < 384 && !solid(x, ceiling, z)) ceiling++;
if (ceiling >= 384) return NO_FLOOR;
int bottom = top;
while (bottom > top - 16 && solid(x, bottom - 1, z)) bottom--;
return new Floor(top, bottom, ceiling);
});
}
private boolean mouth(Position source, Position outlet) {
if (source.y() < MIN_Y || source.y() > MAX_Y || !solid(source.x(), source.y(), source.z())) return false;
// An adjacent natural step may receive the water before it descends again. Requiring
// a vertical shaft here would discard the gentle ledges that form cave terraces.
if (solid(outlet.x(), outlet.y(), outlet.z())) return false;
return floor(source.x(), source.z(), source.y()) != NO_FLOOR;
}
private boolean available(int x, int z, int low, int high) {
for (Cell cell : surface.cellsAt(x, z)) if (low <= cell.carveTop() + 4
&& high >= cell.bedY() - cell.sedimentDepth() - 5) return false;
for (Cell cell : acceptedCells) if (cell.x() == x && cell.z() == z && low <= cell.carveTop() + 4
&& high >= cell.bedY() - cell.sedimentDepth() - 5) return false;
for (Spring spring : surface.springs()) if (inBounds(x, low, high, z, spring.flowBounds(), 6)) return false;
for (Spill spill : spills) if (inBounds(x, low, high, z, spill.flowBounds(), 6)) return false;
return true;
}
private boolean separated(Position source) {
for (Spill spill : spills) if (Math.hypot(source.x() - spill.source().x(), source.z() - spill.source().z()) < 64) return false;
return available(source.x(), source.z(), source.y() - 8, source.y() + 4);
}
private static boolean overlapping(List<Cell> cells) {
Map<Long, List<Cell>> columns = new HashMap<>();
for (Cell cell : cells) {
var existing = columns.computeIfAbsent(key(cell.x(), cell.z()), ignored -> new ArrayList<>());
for (Cell old : existing) if (cell.bedY() - cell.sedimentDepth() - 1 <= old.carveTop()
&& old.bedY() - old.sedimentDepth() - 1 <= cell.carveTop()) return true;
existing.add(cell);
}
return false;
}
private Flow trace(Position source, Position outlet, List<Cell> group) {
Map<Long, List<Cell>> changes = new HashMap<>();
Set<Position> retained = new HashSet<>();
for (Cell cell : group) {
changes.computeIfAbsent(key(cell.x(), cell.z()), ignored -> new ArrayList<>()).add(cell);
for (int y = cell.bedY() + 1; y <= cell.waterY(); y++) retained.add(new Position(cell.x(), y, cell.z()));
}
Map<Position, Boolean> solidCache = new HashMap<>();
Predicate<Position> open = at -> !solidCache.computeIfAbsent(at, p -> flowSolid(p, changes));
Predicate<Position> canEnter = at -> !retained.contains(at) && open.test(at);
Predicate<Position> hole = at -> open.test(new Position(at.x(), at.y() - 1, at.z()));
Map<Position, Integer> reach = new HashMap<>(); Map<Position, Position> parent = new HashMap<>();
ArrayDeque<FlowNode> queue = new ArrayDeque<>();
reach.put(source, 7); queue.addLast(new FlowNode(source, 7)); Position lowest = source;
while (!queue.isEmpty()) {
FlowNode node = queue.removeFirst(); Position at = node.at();
if (node.reach() < reach.getOrDefault(at, -1)) continue;
if (at.y() < lowest.y()) lowest = at;
if (reach.size() > 16000 || Math.abs(at.x() - source.x()) > 64 || Math.abs(at.z() - source.z()) > 64) return null;
// Vanilla never replaces an existing source. Record the arriving contact,
// but do not manufacture a route through the separately retained basin.
if (retained.contains(at) && !at.equals(source)) continue;
if (at.y() <= 0) continue;
Position below = new Position(at.x(), at.y() - 1, at.z());
if (open.test(below)) { enqueue(below, 7, at, reach, parent, queue); continue; }
if (node.reach() <= 0) continue;
for (Position next : downhillChoices(at, canEnter, hole))
enqueue(next, node.reach() - 1, at, reach, parent, queue);
}
if (!reach.containsKey(outlet)) return null;
int minX = source.x(), maxX = minX, minY = source.y(), maxY = minY, minZ = source.z(), maxZ = minZ;
for (Position at : reach.keySet()) {
minX = Math.min(minX, at.x()); maxX = Math.max(maxX, at.x()); minY = Math.min(minY, at.y()); maxY = Math.max(maxY, at.y());
minZ = Math.min(minZ, at.z()); maxZ = Math.max(maxZ, at.z());
}
List<Position> path = new ArrayList<>();
for (Position at = lowest; at != null; at = parent.get(at)) path.add(at);
Collections.reverse(path);
return new Flow(Set.copyOf(reach.keySet()), List.copyOf(path), new FlowBounds(minX, minY, minZ, maxX, maxY, maxZ));
}
private boolean flowSolid(Position at, Map<Long, List<Cell>> changes) {
for (Cell cell : changes.getOrDefault(key(at.x(), at.z()), List.of()))
if (at.y() > cell.bedY() && at.y() <= cell.carveTop()) return false;
Cell surfaceCell = surface.cellAt(at.x(), at.y(), at.z());
if (surfaceCell != null && at.y() > surfaceCell.bedY() && at.y() <= surfaceCell.carveTop()) return false;
return solid(at.x(), at.y(), at.z());
}
private static boolean reaches(Flow flow, Pool pool) {
return flow.volume().stream().anyMatch(at -> {
Cell cell = pool.cells().get(key(at.x(), at.z()));
return cell != null && at.y() > cell.bedY() && at.y() <= cell.waterY();
});
}
private static Feature feature(long id, Pool pool, Position center) {
int minX = Integer.MAX_VALUE, minZ = minX, maxX = Integer.MIN_VALUE, maxZ = maxX;
for (Cell cell : pool.cells().values()) {
minX = Math.min(minX, cell.x()); maxX = Math.max(maxX, cell.x()); minZ = Math.min(minZ, cell.z()); maxZ = Math.max(maxZ, cell.z());
}
return new Feature(id, Kind.TERRACE, center.y(), List.of(new Point(center.x(), center.z())), pool.cells().size(),
new Bounds(minX, minZ, maxX, maxZ));
}
private boolean solid(int x, int y, int z) { return sampler.sample(x, y, z) > 0; }
private double noise(int x, int z, int scale) {
int gx = Math.floorDiv(x, scale), gz = Math.floorDiv(z, scale);
double tx = smooth(Math.floorMod(x, scale) / (double) scale), tz = smooth(Math.floorMod(z, scale) / (double) scale);
double a = random(seed, gx, gz) * (1 - tx) + random(seed, gx + 1, gz) * tx;
double b = random(seed, gx, gz + 1) * (1 - tx) + random(seed, gx + 1, gz + 1) * tx;
return a * (1 - tz) + b * tz;
}
}
/** WaterFluid's bare-rock downhill choice: consider holes through four recursive
* steps, keep only the nearest directions (including ties), spread everywhere
* only when no direction finds a hole. Retained sources cannot be entered. */
static List<Position> downhillChoices(Position at, Predicate<Position> canEnter, Predicate<Position> hole) {
List<Position> selected = new ArrayList<>();
int best = 1000;
for (int[] d : CARDINALS) {
Position next = new Position(at.x() + d[0], at.y(), at.z() + d[1]);
if (!canEnter.test(next)) continue;
int cost = hole.test(next) ? 0 : slopeDistance(next, 1, -d[0], -d[1], canEnter, hole);
if (cost < best) selected.clear();
if (cost <= best) { selected.add(next); best = cost; }
}
return selected;
}
private static int slopeDistance(Position at, int distance, int backX, int backZ,
Predicate<Position> canEnter, Predicate<Position> hole) {
int best = 1000;
for (int[] d : CARDINALS) {
if (d[0] == backX && d[1] == backZ) continue;
Position next = new Position(at.x() + d[0], at.y(), at.z() + d[1]);
if (!canEnter.test(next)) continue;
if (hole.test(next)) return distance;
if (distance < 4) best = Math.min(best,
slopeDistance(next, distance + 1, -d[0], -d[1], canEnter, hole));
}
return best;
}
private static void enqueue(Position next, int amount, Position from, Map<Position, Integer> reach,
Map<Position, Position> parent, ArrayDeque<FlowNode> queue) {
if (amount <= reach.getOrDefault(next, -1)) return;
if (!reach.containsKey(next)) parent.put(next, from);
reach.put(next, amount); queue.addLast(new FlowNode(next, amount));
}
private static Set<Long> connected(Set<Long> footprint, long origin) {
if (!footprint.contains(origin)) return Set.of();
Set<Long> seen = new HashSet<>(); ArrayDeque<Long> queue = new ArrayDeque<>();
seen.add(origin); queue.add(origin);
while (!queue.isEmpty()) {
long at = queue.removeFirst(); int x = (int) (at >> 32), z = (int) at;
for (int[] d : CARDINALS) {
long next = key(x + d[0], z + d[1]);
if (footprint.contains(next) && seen.add(next)) queue.addLast(next);
}
}
return seen;
}
private static boolean inBounds(int x, int low, int high, int z, FlowBounds b, int margin) {
return x >= b.minX() - margin && x <= b.maxX() + margin && z >= b.minZ() - margin && z <= b.maxZ() + margin
&& low <= b.maxY() + margin && high >= b.minY() - margin;
}
private static boolean inside(int x, int z) { return (long) x * x + (long) z * z < (long) RADIUS * RADIUS; }
private static long key(int x, int z) { return ((long) x << 32) | (z & 0xffffffffL); }
private static double smooth(double t) { return t * t * (3 - 2 * t); }
private static double random(long seed, int x, int z) { return (mix(seed ^ key(x, z)) >>> 11) * 0x1.0p-53; }
private static long mix(long value) {
value = (value ^ (value >>> 30)) * 0xbf58476d1ce4e5b9L;
value = (value ^ (value >>> 27)) * 0x94d049bb133111ebL;
return value ^ (value >>> 31);
}
}
@@ -1,152 +0,0 @@
package fr.koka.sanctuary.worldgen;
import java.lang.ref.WeakReference;
import java.util.Arrays;
import net.minecraft.util.Mth;
import net.minecraft.world.level.levelgen.densityfunction.DensityBuffer;
import net.minecraft.world.level.levelgen.densityfunction.DensityFunction;
import net.minecraft.world.level.levelgen.densityfunction.DensitySampler;
import net.minecraft.world.level.levelgen.densityfunction.DensityVolume;
import net.minecraft.world.level.levelgen.densityfunction.DfRewriteRule;
import net.minecraft.world.level.levelgen.densityfunction.SamplerContext;
import net.minecraft.world.level.levelgen.densityfunction.generator.ConstantFunction;
import net.minecraft.world.level.levelgen.densityfunction.generator.GradientFunction;
import net.minecraft.world.level.levelgen.densityfunction.generator.NoiseFunction;
import net.minecraft.world.level.levelgen.densityfunction.op.BinaryFunction;
import net.minecraft.world.level.levelgen.densityfunction.op.ClampFunction;
import net.minecraft.world.level.levelgen.densityfunction.op.InterpolatedFunction;
import net.minecraft.world.level.levelgen.densityfunction.op.LerpFunction;
import net.minecraft.world.level.levelgen.densityfunction.op.SliceFunction;
import net.minecraft.world.level.levelgen.densityfunction.op.UnaryFunction;
import net.minecraft.world.level.levelgen.synth.BlendedNoise;
/** Reuses lattice corners without changing 26.3-pre-2's scalar interpolation arithmetic.
* Vanilla's bulk interpolation changes operation order and accumulates Y increments, so it
* cannot replace scalar sampling in a generator whose existing worlds must remain exact. */
public final class ExactInterpolationSampler implements DensitySampler {
private static final int CACHE_SIZE = 4096;
// One numeric cache per worker, not one cache per world. Both identities are weak:
// neither a sampler's captured noise graph nor a context's world fields are retained.
private static final ThreadLocal<CornerCache> CORNERS = ThreadLocal.withInitial(CornerCache::new);
private final DensitySampler input;
private final int cellSizeXz;
private final int cellSizeY;
ExactInterpolationSampler(DensitySampler input, int cellSizeXz, int cellSizeY) {
this.input = input;
this.cellSizeXz = cellSizeXz;
this.cellSizeY = cellSizeY;
}
/** Only the known Population terrain expression is optimized. Other data-pack expressions
* retain their own sampler, and the squeeze operation remains the actual vanilla class. */
public static DensitySampler compileTerrain(DensityFunction terrain, DensityFunction.CompileContext context) {
if (supportsTerrain(terrain)) {
var interpolated = (InterpolatedFunction) ((UnaryFunction) terrain).input();
return new UnaryFunction.SqueezeSampler(new ExactInterpolationSampler(
interpolated.input().compileSampler(context), interpolated.cellSizeXz(), interpolated.cellSizeY()));
}
return terrain.compileSampler(context);
}
/** Also used by the engine equivalence check to prove the shipped graphs take this path. */
public static boolean supportsTerrain(DensityFunction terrain) {
return terrain instanceof UnaryFunction unary && unary.type() == UnaryFunction.Type.SQUEEZE
&& unary.input() instanceof InterpolatedFunction interpolated && coordinateOnly(interpolated.input(), 0);
}
private static boolean coordinateOnly(DensityFunction function, int depth) {
if (depth > 64) return false;
function = DfRewriteRule.INLINE_REFERENCE.rewrite(function);
if (function instanceof ConstantFunction || function instanceof GradientFunction || function instanceof BlendedNoise) return true;
if (function instanceof NoiseFunction noise) return coordinateOnly(noise.shiftX(), depth + 1)
&& coordinateOnly(noise.shiftY(), depth + 1) && coordinateOnly(noise.shiftZ(), depth + 1);
if (function instanceof BinaryFunction binary) return coordinateOnly(binary.left(), depth + 1)
&& coordinateOnly(binary.right(), depth + 1);
if (function instanceof LerpFunction lerp) return coordinateOnly(lerp.alpha(), depth + 1)
&& coordinateOnly(lerp.first(), depth + 1) && coordinateOnly(lerp.second(), depth + 1);
if (function instanceof UnaryFunction unary) return coordinateOnly(unary.input(), depth + 1);
if (function instanceof ClampFunction clamp) return coordinateOnly(clamp.input(), depth + 1);
if (function instanceof SliceFunction slice) return coordinateOnly(slice.input(), depth + 1);
// Contextual blending, prepared caches and third-party density functions are deliberately
// opaque. Identity of a SamplerContext does not prove that its payload cannot mutate.
return false;
}
@Override public float sampleValue(SamplerContext context, int x, int y, int z) {
int offsetX = Math.floorMod(x, cellSizeXz);
int offsetY = Math.floorMod(y, cellSizeY);
int offsetZ = Math.floorMod(z, cellSizeXz);
// The vanilla aligned path is scalar; a lattice value from sampleVolume is not
// assumed to have the same bits as this separate input.sampleValue path.
if (offsetX == 0 && offsetY == 0 && offsetZ == 0) return input.sampleValue(context, x, y, z);
int originX = x - offsetX, originY = y - offsetY, originZ = z - offsetZ;
CornerCache cache = CORNERS.get();
cache.select(this, context);
int slot = cache.slot(originX, originY, originZ);
if (!cache.contains(slot, originX, originY, originZ)) {
DensityVolume lattice = new DensityVolume(2, 2, 2, originX, originY, originZ,
cellSizeXz, cellSizeY, cellSizeXz);
try (var buffer = context.acquireBuffer(lattice)) {
// Keep the precise 2x2x2 request used by InterpolatedFunction.sampleValue:
// batching a larger lattice can change the input noise's rounding too.
input.sampleVolume(context, buffer, lattice);
// A nested input sampler could itself use this thread's cache. Restore our
// identity after it returns, before publishing our corners into the cache.
cache.select(this, context);
int first = slot * 8;
for (int i = 0; i < 8; i++) cache.values[first + i] = buffer.get(i);
cache.store(slot, originX, originY, originZ);
}
}
int first = slot * 8;
// DensityVolume packs Y fastest, then X, then Z. lerp3 expects the corners in
// X, Y, Z order; retain vanilla's float divisions, not reciprocal multiplication.
return Mth.lerp3((float) offsetX / cellSizeXz, (float) offsetY / cellSizeY, (float) offsetZ / cellSizeXz,
cache.values[first], cache.values[first + 2], cache.values[first + 1], cache.values[first + 3],
cache.values[first + 4], cache.values[first + 6], cache.values[first + 5], cache.values[first + 7]);
}
@Override public void sampleVolume(SamplerContext context, DensityBuffer buffer, DensityVolume volume) {
DensitySampler.sampleVolumeNaive(context, buffer, volume, this);
}
/** Direct-mapped and bounded: 192 KiB of primitive arrays per participating thread.
* A collision only recomputes a cell; it never substitutes a different cell's corners. */
private static final class CornerCache {
private WeakReference<ExactInterpolationSampler> sampler = new WeakReference<>(null);
private WeakReference<SamplerContext> context = new WeakReference<>(null);
private final int[] xs = new int[CACHE_SIZE], ys = new int[CACHE_SIZE], zs = new int[CACHE_SIZE];
private final int[] generations = new int[CACHE_SIZE];
private final float[] values = new float[CACHE_SIZE * 8];
private int generation;
void select(ExactInterpolationSampler selected, SamplerContext selectedContext) {
if (sampler.get() == selected && context.get() == selectedContext) return;
sampler = new WeakReference<>(selected);
context = new WeakReference<>(selectedContext);
if (++generation == 0) {
Arrays.fill(generations, 0);
generation = 1;
}
}
int slot(int x, int y, int z) {
int hash = x * 0x9e3779b9 ^ Integer.rotateLeft(y * 0x85ebca6b, 11)
^ Integer.rotateLeft(z * 0xc2b2ae35, 22);
hash = (hash ^ (hash >>> 16)) * 0x7feb352d;
return (hash ^ (hash >>> 15)) & (CACHE_SIZE - 1);
}
boolean contains(int slot, int x, int y, int z) {
return generations[slot] == generation && xs[slot] == x && ys[slot] == y && zs[slot] == z;
}
void store(int slot, int x, int y, int z) {
xs[slot] = x; ys[slot] = y; zs[slot] = z;
generations[slot] = generation;
}
}
}
@@ -1,87 +0,0 @@
package fr.koka.sanctuary.worldgen;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.Collections;
import java.util.EnumSet;
import java.util.Map;
import java.util.WeakHashMap;
import net.minecraft.core.BlockPos;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.ChunkAccess;
import net.minecraft.world.level.levelgen.Heightmap;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.RandomState;
/** One immutable plan per world random state. The value retains neither that state nor its sampler. */
public final class HydrologyRuntime {
private static final Map<RandomState, SurfaceHydrology.Plan> PLANS =
Collections.synchronizedMap(new WeakHashMap<>());
private HydrologyRuntime() {}
public static boolean enabled(NoiseBasedChunkGenerator generator) {
return generator.generatorSettings().is(SanctuarySpawn.HYDROLOGY_SETTINGS);
}
public static SurfaceHydrology.Plan plan(ServerLevel level) {
return plan((NoiseBasedChunkGenerator) level.getChunkSource().getGenerator(),
level.getChunkSource().randomState());
}
public static SurfaceHydrology.Plan plan(NoiseBasedChunkGenerator generator, RandomState randomState) {
if (!enabled(generator)) throw new IllegalArgumentException("Hydrology is not enabled for this generator");
return PLANS.computeIfAbsent(randomState, state -> {
long start = System.nanoTime();
var density = generator.generatorSettings().value().noiseRouter().finalDensity();
var plan = SurfaceHydrology.create(state.seed(),
(x, y, z) -> state.sampleBlockValueUncached(density, x, y, z));
SanctuaryMod.LOGGER.info("Sanctuary surface hydrology: seed {}, {} features, {} columns, {} ms",
state.seed(), plan.features().size(), plan.cells().size(), (System.nanoTime() - start) / 1_000_000);
return plan;
});
}
/** Executed during fresh terrain generation only, before ores, trees and shoreline plants. */
public static void apply(NoiseBasedChunkGenerator generator, RandomState randomState, ChunkAccess chunk) {
if (!enabled(generator)) return;
var chunkPos = chunk.getPos();
if (Math.abs((long) chunkPos.x() * 16) > IslandShape.TERRAIN_LIMIT + 16L
|| Math.abs((long) chunkPos.z() * 16) > IslandShape.TERRAIN_LIMIT + 16L) return;
var cells = plan(generator, randomState).cellsInChunk(chunkPos.x(), chunkPos.z());
if (cells.isEmpty()) return;
BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos();
// Validate this chunk's entire foundation before the first write. The planner may only
// replace existing terrain; a mismatch must fail rather than leave a partially applied bed.
for (var cell : cells) {
for (int y = cell.bedY() - 2; y <= cell.bedY(); y++) {
pos.set(cell.x(), y, cell.z());
if (!chunk.getBlockState(pos).isCollisionShapeFullBlock(chunk, pos)) {
throw new IllegalStateException("Hydrology bed differs from natural terrain at " + pos
+ " for seed " + randomState.seed());
}
}
}
for (var cell : cells) {
pos.set(cell.x(), cell.bedY(), cell.z());
BlockState material = switch (cell.material()) {
case SAND -> Blocks.SAND.defaultBlockState();
case GRAVEL -> Blocks.GRAVEL.defaultBlockState();
case CLAY -> Blocks.CLAY.defaultBlockState();
};
chunk.setBlockState(pos, material, 0);
if (!cell.hasWater()) continue;
for (int y = cell.bedY() + 1; y <= Math.max(cell.waterY(), cell.carveTop()); y++) {
pos.set(cell.x(), y, cell.z());
chunk.setBlockState(pos, y <= cell.waterY()
? Blocks.WATER.defaultBlockState() : Blocks.AIR.defaultBlockState(), 0);
if (y <= cell.waterY()) chunk.markPosForPostProcessing(pos);
}
}
// buildTerrain's incoming proto status may not yet maintain the WG heightmaps. Decoration
// must see the new bed and waterline so trees are placed on dry shores, not below the lake.
Heightmap.primeHeightmaps(chunk, EnumSet.of(Heightmap.Types.WORLD_SURFACE_WG,
Heightmap.Types.OCEAN_FLOOR_WG));
}
}
@@ -1,53 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.Codec;
import com.mojang.serialization.DataResult;
import net.minecraft.world.level.chunk.ChunkGenerator;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
/** Saved geometry references. Small/large use FIVE/TEN; TWENTY/HUNDRED remain loadable. */
public enum IslandCapacity {
FIVE(5, 256), TEN(10, 256 * Math.sqrt(2)), TWENTY(20, 512), HUNDRED(100, 256 * Math.sqrt(20));
public static final int REGION_SIZE = 512;
public static final Codec<IslandCapacity> CODEC = Codec.INT.comapFlatMap(players -> {
for (var capacity : values()) if (capacity.players == players) return DataResult.success(capacity);
return DataResult.error(() -> "Unknown saved island size; supported references are 5, 10, 20 and 100");
}, IslandCapacity::players);
private final int players;
private final double radius;
IslandCapacity(int players, double radius) { this.players = players; this.radius = radius; }
public int players() { return players; }
public double radius() { return radius; }
public int terrainLimit() { return (int) Math.ceil(radius + 32); }
public static IslandCapacity fromPlayers(int players) {
for (var capacity : values()) if (capacity.players == players) return capacity;
throw new IllegalArgumentException("Unknown saved island size; supported references are 5, 10, 20 and 100");
}
public static IslandCapacity forGenerator(ChunkGenerator generator) {
if (!(generator instanceof NoiseBasedChunkGenerator noise)) return null;
var settings = noise.generatorSettings();
if (settings.is(SanctuarySpawn.POPULATION_5_SETTINGS)) return FIVE;
if (settings.is(SanctuarySpawn.POPULATION_10_SETTINGS)) return TEN;
if (settings.is(SanctuarySpawn.POPULATION_20_SETTINGS)) return TWENTY;
if (settings.is(SanctuarySpawn.POPULATION_100_SETTINGS)) return HUNDRED;
return null;
}
public boolean areaExists(int chunkX, int chunkZ) {
double x = Math.max(0, Math.max((long) chunkX * 16, -((long) chunkX * 16 + 15)));
double z = Math.max(0, Math.max((long) chunkZ * 16, -((long) chunkZ * 16 + 15)));
return Math.hypot(x, z) < terrainLimit();
}
public Region regionAt(int x, int z) {
return new Region((int) Math.floorDiv((long) x + 256, REGION_SIZE),
(int) Math.floorDiv((long) z + 256, REGION_SIZE));
}
public record Region(int x, int z) {
public int originX() { return Math.multiplyExact(x, REGION_SIZE); }
public int originZ() { return Math.multiplyExact(z, REGION_SIZE); }
public int minX() { return originX() - 256; }
public int minZ() { return originZ() - 256; }
public int maxX() { return originX() + 255; }
public int maxZ() { return originZ() + 255; }
}
}
@@ -1,90 +0,0 @@
package fr.koka.sanctuary.worldgen;
/** Subtractive sculpting of the legacy seeded field. Nothing here creates terrain or a spawn platform. */
public final class IslandShape {
public static final int RADIUS = 256;
public static final int EDGE_WARP = 32;
public static final int TERRAIN_LIMIT = RADIUS + EDGE_WARP;
public static final int INNER_RADIUS = 128;
public static final int RAISED_HEIGHT = 384;
public static final int VERTICAL_OFFSET = 64;
private IslandShape() {}
public static float density(int x, int y, int z, float terrain, float distortion) {
return density(x, y, z, terrain, distortion, 0, 0);
}
public static float density(int x, int y, int z, float terrain, float distortion, float sculpt, float detail) {
double distance = Math.hypot((double) x, (double) z);
// Emergency bounds only: the sculpt has already made the field negative before these planes.
if (distance >= TERRAIN_LIMIT || y <= 0 || y >= 256) {
return -1.0F;
}
double erosion = rimErosion(distance, y, distortion, sculpt, detail);
erosion += 2.0 * smoothstep((32.0 - y) / 32.0);
erosion += 2.0 * smoothstep((y - 224.0) / 32.0);
return bounded(terrain, erosion);
}
/** Generation v3. The natural field and lateral sculpture are sampled in their original frame. */
public static float raisedDensity(int x, int y, int z, float terrain, float distortion,
float sculpt, float detail, float underside, int offset, int height) {
double distance = Math.hypot((double) x, (double) z);
if (distance >= TERRAIN_LIMIT || y <= 0 || y >= height) return -1.0F;
double localY = (double) y - offset;
double erosion = rimErosion(distance, localY, distortion, sculpt, detail);
// The former uniform lower gradient is absent from the new natural field. Let its seeded
// lobes continue downwards, then sculpt them over a broad, spatially varying transition.
// The extra margin below the translated island must not merely reveal the same flat cut.
double bottom = -24.0 + Math.clamp(underside, -1.0F, 1.0F) * 16.0
+ Math.clamp(sculpt, -1.0F, 1.0F) * 8.0 + Math.clamp(detail, -1.0F, 1.0F) * 4.0;
double lower = Math.clamp((bottom + 72.0 - localY) / 72.0, 0.0, 1.0);
erosion += 2.0 * lower * lower * lower * lower;
// Upper silhouette is exactly the old one translated by offset. Absolute-world fades are
// safety margins, outside the normal terrain, rather than the island's visible underside.
erosion += 2.0 * smoothstep((localY - 224.0) / 32.0);
erosion += 2.0 * smoothstep((24.0 - y) / 24.0);
erosion += 2.0 * smoothstep((y - (height - 24.0)) / 24.0);
return bounded(terrain, erosion);
}
private static double rimErosion(double distance, double y, float distortion, float sculpt, float detail) {
double coast = Math.clamp(distortion, -1.0F, 1.0F);
double coarse = Math.clamp(sculpt, -1.0F, 1.0F);
double fine = Math.clamp(detail, -1.0F, 1.0F);
// Pass 1: a broad outline bends through the island's height with two truly 3D noises.
// Keep the central field untouched even when a deeply recessed rim approaches it.
double rimEnd = Math.min(TERRAIN_LIMIT, RADIUS + coast * 16.0 + coarse * 28.0 + fine * 8.0);
double rim = Math.clamp((distance - INNER_RADIUS) / (rimEnd - INNER_RADIUS), 0.0, 1.0);
// Raising the density threshold gradually shrinks each natural lobe from all sides. Unlike
// min(terrain, distance-to-edge), this never shears every altitude at one vertical contour.
double erosion = 2.0 * rim * rim * rim * rim;
// A saturated natural lobe has almost no density gradient through its middle. Merely
// raising its threshold can still leave a tall near-vertical wall. Retreat its upper and
// lower rim faces as well, with a curved profile that disappears entirely at the interior.
// This is an outer-rim cut, never an ellipsoid combined with (or added to) the natural field.
double vertical = (y - (104.0 + coarse * 20.0)) / 88.0;
erosion += 8.0 * rim * rim * vertical * vertical;
// Passes 2 and 3: broad recesses and smaller surface erosion, fading into the untouched
// interior. Both subtract material; holes stay empty and detached fragments are never joined.
double sculptWeight = smoothstep(rim);
erosion += sculptWeight * (0.10 * (coarse + 1.0) * 0.5 + 0.04 * (fine + 1.0) * 0.5);
return erosion;
}
private static float bounded(float terrain, double erosion) {
return (float) Math.clamp(Math.clamp(terrain, -1.0F, 1.0F) - erosion, -1.0, 1.0);
}
private static double smoothstep(double value) {
double t = Math.clamp(value, 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
}
@@ -1,20 +0,0 @@
package fr.koka.sanctuary.worldgen;
/** Broad, seed-warped vertical bands; none changes terrain density or guarantees a resource. */
public final class LayeredBiomePalette {
public enum Kind { MEADOW, FLOWER_MEADOW, LOWER_GROVE, MOSSY_TERRACES, ROCKY_TERRACES }
private LayeredBiomePalette() {}
public static Kind select(int blockY, float variation, float moisture) {
double elevation = blockY - Math.clamp(variation, -1.0F, 1.0F) * 28
- Math.clamp(moisture, -1.0F, 1.0F) * 12;
if (elevation < 154) return moisture < -0.30F ? Kind.ROCKY_TERRACES : Kind.MOSSY_TERRACES;
if (elevation < 214) {
if (variation > 0.34F) return Kind.ROCKY_TERRACES;
return moisture > 0.02F ? Kind.LOWER_GROVE : Kind.MOSSY_TERRACES;
}
if (variation > 0.22F) return Kind.ROCKY_TERRACES;
return moisture > -0.12F ? Kind.FLOWER_MEADOW : Kind.MEADOW;
}
}
@@ -1,633 +0,0 @@
package fr.koka.sanctuary.worldgen;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.Collection;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import java.util.PriorityQueue;
import java.util.Set;
/** Alpha.6 surface basins, rocky shores and layered wall springs.
* This version is separate from NaturalHydrology so previously created worlds keep their original terrain.
* Results retain no chunks, sampler, random state or Minecraft objects. */
public final class LayeredHydrology {
public static final int RADIUS = 192;
public static final int MAX_CARVE = 4;
public static final int MAX_DEPTH = 3;
private static final int GRID = 8;
private static final int[][] CARDINALS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
private static final int[][] NEIGHBORS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}, {1, 1}, {1, -1}, {-1, 1}, {-1, -1}};
private LayeredHydrology() {}
@FunctionalInterface
public interface Sampler { float sample(int x, int y, int z); }
public enum Kind { POND, LAKE }
public enum ShoreMaterial { SAND, GRAVEL, CLAY, STONE, GRASS }
public record Point(int x, int z) {}
public record Bounds(int minX, int minZ, int maxX, int maxZ) {}
public record Position(int x, int y, int z) {}
public record FlowBounds(int minX, int minY, int minZ, int maxX, int maxY, int maxZ) {}
public record Spring(long id, Position source, Position outlet, List<Position> flowPath, FlowBounds flowBounds) {
public Spring { flowPath = List.copyOf(flowPath); }
}
/** Replaces existing solids bedY-sedimentDepth+1..bedY, with two intact natural supports below.
* Water occupies bedY+1..waterY; everything above it through carveTop is removed. For a dry
* terrace waterY=-1, and bedY+1..carveTop is removed (at most two original blocks). */
public record Cell(int x, int z, int waterY, int bedY, int carveTop,
ShoreMaterial material, long featureId, int sedimentDepth) {
public boolean hasWater() { return waterY >= 0; }
}
public record Feature(long id, Kind kind, int waterY, List<Point> path, int waterCells, Bounds bounds) {
public Feature { path = List.copyOf(path); }
}
public static final class Plan {
private final Map<Long, Cell> cells;
private final Map<Long, List<Cell>> chunks;
private final List<Feature> features;
private final List<Spring> springs;
private final Map<Long, List<Spring>> springChunks;
private final Set<Position> springFlow;
private final int sampledColumns;
private final long densitySamples;
private Plan(Map<Long, Cell> source, List<Feature> features, List<Spring> springs, Set<Position> springFlow, int columns, long samples) {
List<Cell> sorted = source.values().stream()
.sorted(Comparator.comparingInt(Cell::x).thenComparingInt(Cell::z)).toList();
Map<Long, Cell> ordered = new LinkedHashMap<>();
Map<Long, List<Cell>> byChunk = new HashMap<>();
for (Cell cell : sorted) {
ordered.put(key(cell.x(), cell.z()), cell);
byChunk.computeIfAbsent(key(cell.x() >> 4, cell.z() >> 4), ignored -> new ArrayList<>()).add(cell);
}
byChunk.replaceAll((ignored, values) -> List.copyOf(values));
cells = Collections.unmodifiableMap(ordered);
chunks = Map.copyOf(byChunk);
this.features = List.copyOf(features);
this.springs = List.copyOf(springs);
this.springFlow = Set.copyOf(springFlow);
Map<Long, List<Spring>> groupedSprings = new HashMap<>();
for (Spring spring : springs) groupedSprings.computeIfAbsent(
key(spring.source().x() >> 4, spring.source().z() >> 4), ignored -> new ArrayList<>()).add(spring);
groupedSprings.replaceAll((ignored, values) -> List.copyOf(values));
springChunks = Map.copyOf(groupedSprings);
sampledColumns = columns;
densitySamples = samples;
}
public Cell cellAt(int x, int z) { return cells.get(key(x, z)); }
public Collection<Cell> cells() { return cells.values(); }
public List<Cell> cellsInChunk(int x, int z) { return chunks.getOrDefault(key(x, z), List.of()); }
public List<Feature> features() { return features; }
public List<Spring> springs() { return springs; }
public List<Spring> springsInChunk(int x, int z) { return springChunks.getOrDefault(key(x, z), List.of()); }
/** Prediction in undecorated density, not a restriction on Minecraft fluid simulation. */
public boolean allowsSpringFlow(int x, int y, int z) { return springFlow.contains(new Position(x, y, z)); }
public int sampledColumns() { return sampledColumns; }
public long densitySamples() { return densitySamples; }
}
public static Plan create(long seed, Sampler sampler) {
return new Planner(seed, sampler).build();
}
private record Column(int top, int solidBottom) {}
private record Candidate(int x, int z, double score) {}
private record Node(int x, int z, double cost) {}
private static final Comparator<Node> NODE_ORDER = Comparator.comparingDouble(Node::cost)
.thenComparingInt(Node::x).thenComparingInt(Node::z);
private static final class Planner {
private final long seed;
private final Sampler sampler;
private final Map<Long, Column> columns = new HashMap<>();
private final Map<Long, Integer> coarse = new HashMap<>();
private final Map<Long, Cell> cells = new HashMap<>();
private final List<Feature> features = new ArrayList<>();
private final List<Spring> springs = new ArrayList<>();
private final Set<Position> springFlow = new HashSet<>();
private long samples;
Planner(long seed, Sampler sampler) { this.seed = seed; this.sampler = sampler; }
Plan build() {
List<Candidate> candidates = candidates();
int attempts = 0;
for (Candidate candidate : candidates) {
if (features.size() >= 5 || attempts++ >= 96) break;
Point center = new Point(candidate.x(), candidate.z());
if (nearWater(center.x(), center.z(), 38)) continue;
Column column = column(center.x(), center.z());
if (column.top() < 64 || column.top() - column.solidBottom() < 7) continue;
Kind kind = features.size() < 2 ? Kind.LAKE : Kind.POND;
int target = kind == Kind.LAKE ? 190 + (int) (random(seed, center.x(), center.z()) * 130)
: 55 + (int) (random(seed + 1, center.x(), center.z()) * 55);
// Prefer an existing low spot; a shallow cut is the fallback on level terrain.
for (int level : new int[]{column.top() + 1, column.top(), column.top() - 1}) {
Set<Long> footprint = growBasin(center, level, target);
if (footprint == null) continue;
long id = featureId(features.size());
Map<Long, Cell> wet = waterCells(footprint, level, id);
if (wet == null || !contained(wet)) continue;
addFeature(id, kind, level, List.of(center), wet);
break;
}
}
addSedimentSheets();
addLowerWallSprings();
addSprings();
return new Plan(cells, features, springs, springFlow, columns.size(), samples);
}
private List<Candidate> candidates() {
for (int x = -RADIUS; x <= RADIUS; x += GRID) {
for (int z = -RADIUS; z <= RADIUS; z += GRID) {
if (inside(x, z, RADIUS)) coarse.put(key(x, z), coarseTop(x, z));
}
}
List<Candidate> result = new ArrayList<>();
for (int x = -RADIUS + GRID; x < RADIUS; x += GRID) {
for (int z = -RADIUS + GRID; z < RADIUS; z += GRID) {
int height = coarse.getOrDefault(key(x, z), -1);
if (height < 64 || !inside(x, z, RADIUS - 24)) continue;
double average = 0;
boolean safe = true;
for (int[] d : CARDINALS) {
int neighbor = coarse.getOrDefault(key(x + d[0] * GRID, z + d[1] * GRID), -1);
if (neighbor < 64 || Math.abs(neighbor - height) > 16) safe = false;
average += neighbor * 0.25;
}
if (safe) result.add(new Candidate(x, z,
(average - height) * 2.0 + random(seed + 2, x, z) * 3.0));
}
}
result.sort(Comparator.comparingDouble(Candidate::score).reversed()
.thenComparingInt(Candidate::x).thenComparingInt(Candidate::z));
return result;
}
private int coarseTop(int x, int z) {
for (int y = 383; y >= 32; y -= 4) if (solid(x, y, z)) return y;
return -1;
}
private Column column(int x, int z) {
long key = key(x, z);
Column old = columns.get(key);
if (old != null) return old;
int top = -1;
// Exact scan, including everything above the planned water: a cave roof cannot be
// mistaken for a surface. Only candidates and their nearby shore need this refinement.
for (int y = 383; y >= 24; y--) {
if (solid(x, y, z)) { top = y; break; }
}
int bottom = top;
if (top >= 0) {
while (bottom > Math.max(16, top - 16) && solid(x, bottom - 1, z)) bottom--;
}
Column created = new Column(top, bottom);
columns.put(key, created);
return created;
}
private boolean eligible(int x, int z, int level) {
if (level < 32 || level >= 383 || !inside(x, z, RADIUS - 2)) return false;
Cell old = cells.get(key(x, z));
if (old != null && old.hasWater() && old.waterY() != level) return false;
Column column = column(x, z);
return column.top() >= level - 3 && column.top() < level + MAX_CARVE
&& column.solidBottom() <= Math.min(column.top(), level - 1) - 4;
}
private Set<Long> growBasin(Point center, int level, int target) {
if (!eligible(center.x(), center.z(), level)) return null;
Set<Long> wet = new HashSet<>();
Map<Long, Double> costs = new HashMap<>();
PriorityQueue<Node> queue = new PriorityQueue<>(NODE_ORDER);
queue.add(new Node(center.x(), center.z(), 0));
costs.put(key(center.x(), center.z()), 0.0);
while (!queue.isEmpty() && wet.size() < target) {
Node current = queue.remove();
if (current.cost() > costs.getOrDefault(key(current.x(), current.z()), Double.POSITIVE_INFINITY)) continue;
if (!eligible(current.x(), current.z(), level)) continue;
wet.add(key(current.x(), current.z()));
for (int[] d : NEIGHBORS) {
int x = current.x() + d[0], z = current.z() + d[1];
if (Math.hypot(x - center.x(), z - center.z()) > 28 || wet.contains(key(x, z))) continue;
if (!eligible(x, z, level)) continue;
double step = Math.hypot(d[0], d[1]);
double cost = current.cost() + step * (1 + Math.max(0, column(x, z).top() - level) * 0.8
+ terrainNoise(x, z) * 4.5 + field(x + 71, z - 93, 21, 107) * 3.5);
if (cost >= costs.getOrDefault(key(x, z), Double.POSITIVE_INFINITY)) continue;
costs.put(key(x, z), cost);
queue.add(new Node(x, z, cost));
}
}
wet = connectedTo(wet, key(center.x(), center.z()));
if (wet.size() < Math.min(target, 30)) return null;
// Filling a hollow requires every lower connected outlet to be included. Abort rather
// than place a dam if this natural basin runs to a cliff, cave or an oversized catchment.
List<Long> work = new ArrayList<>(wet);
for (int i = 0; i < work.size(); i++) {
Point point = point(work.get(i));
for (int[] d : CARDINALS) {
int x = point.x() + d[0], z = point.z() + d[1];
long neighbor = key(x, z);
if (wet.contains(neighbor) || column(x, z).top() >= level) continue;
if (wet.size() >= 420 || Math.hypot(x - center.x(), z - center.z()) > 32
|| !eligible(x, z, level)) return null;
wet.add(neighbor);
work.add(neighbor);
}
}
return wet;
}
private Map<Long, Cell> waterCells(Set<Long> footprint, int level, long id) {
Map<Long, Cell> result = new HashMap<>();
for (long key : footprint) {
Point p = point(key);
if (!eligible(p.x(), p.z(), level)) return null;
boolean edge = false;
for (int[] d : CARDINALS) edge |= !footprint.contains(key(p.x() + d[0], p.z() + d[1]));
Column column = column(p.x(), p.z());
int depth = Math.max(level - column.top() + 1, edge ? 1 : 2 + (terrainNoise(p.x(), p.z()) > 0.55 ? 1 : 0));
depth = Math.min(depth, MAX_CARVE - Math.max(0, column.top() - level));
if (depth < 1 || depth > MAX_DEPTH) return null;
int bed = level - depth;
if (column.top() < bed || column.solidBottom() > bed - 2) return null;
ShoreMaterial material = wetMaterial(p.x(), p.z(), edge);
int sedimentDepth = sedimentDepth(p.x(), p.z());
if (column.solidBottom() > bed - sedimentDepth - 1) return null;
result.put(key, new Cell(p.x(), p.z(), level, bed, Math.max(level, column.top()),
material, id, sedimentDepth));
}
return result;
}
private boolean contained(Map<Long, Cell> wet) {
for (Cell cell : wet.values()) {
for (int y = cell.bedY() - 2; y <= cell.bedY(); y++) {
if (!solid(cell.x(), y, cell.z())) return false;
}
for (int[] d : CARDINALS) {
int x = cell.x() + d[0], z = cell.z() + d[1];
Cell neighbor = wet.get(key(x, z));
if (neighbor == null) neighbor = cells.get(key(x, z));
for (int y = cell.bedY() + 1; y <= cell.waterY(); y++) {
if (neighbor != null && neighbor.hasWater()) {
if (neighbor.waterY() != cell.waterY()) return false;
if (y > neighbor.bedY()) continue;
}
if (!solid(x, y, z)) return false;
}
}
}
return true;
}
private void addFeature(long id, Kind kind, int level, List<Point> path, Map<Long, Cell> wet) {
int minX = Integer.MAX_VALUE, minZ = Integer.MAX_VALUE, maxX = Integer.MIN_VALUE, maxZ = Integer.MIN_VALUE;
int count = 0;
for (Cell cell : wet.values()) {
Cell old = cells.get(key(cell.x(), cell.z()));
if (old == null || !old.hasWater()) { cells.put(key(cell.x(), cell.z()), cell); count++; }
minX = Math.min(minX, cell.x()); minZ = Math.min(minZ, cell.z());
maxX = Math.max(maxX, cell.x()); maxZ = Math.max(maxZ, cell.z());
}
features.add(new Feature(id, kind, level, path, count, new Bounds(minX, minZ, maxX, maxZ)));
}
private static Set<Long> connectedTo(Set<Long> footprint, long start) {
Set<Long> connected = new HashSet<>();
List<Long> work = new ArrayList<>();
connected.add(start); work.add(start);
for (int i = 0; i < work.size(); i++) {
Point point = point(work.get(i));
for (int[] d : CARDINALS) {
long next = key(point.x() + d[0], point.z() + d[1]);
if (footprint.contains(next) && connected.add(next)) work.add(next);
}
}
return connected;
}
private record ShoreNode(int x, int z, int level, long feature, double cost) {}
/** Sediment follows shallow topography in broad, discontinuous sheets. A second nearby
* pocket can share the same sheet; the result is not a one-block material ring. */
private void addSedimentSheets() {
Comparator<ShoreNode> order = Comparator.comparingDouble(ShoreNode::cost)
.thenComparingInt(ShoreNode::x).thenComparingInt(ShoreNode::z).thenComparingLong(ShoreNode::feature);
PriorityQueue<ShoreNode> queue = new PriorityQueue<>(order);
Map<Long, Double> best = new HashMap<>();
for (Cell cell : cells.values()) if (cell.hasWater()) {
queue.add(new ShoreNode(cell.x(), cell.z(), cell.waterY(), cell.featureId(), 0));
best.put(key(cell.x(), cell.z()), 0.0);
}
while (!queue.isEmpty()) {
ShoreNode node = queue.remove();
if (node.cost() > best.getOrDefault(key(node.x(), node.z()), Double.POSITIVE_INFINITY)) continue;
Column column = column(node.x(), node.z());
Cell existing = cells.get(key(node.x(), node.z()));
if (existing == null) {
double extent = 9 + field(node.x(), node.z(), 25, 131) * 10;
if (node.cost() > extent) continue;
int delta = column.top() - node.level();
if (delta < 0 || delta > 5) continue;
// Low shore: waterline, then one-block steps. Cut at most two existing blocks;
// far deposits keep the original landform and feather back into grass/stone.
int terrace = node.level() + (int) Math.floor(node.cost() / 4.5);
int bed = Math.max(node.level(), Math.max(column.top() - 2, Math.min(column.top(), terrace)));
int depth = sedimentDepth(node.x(), node.z());
if (column.solidBottom() > bed - depth - 1) continue;
boolean safe = true;
for (int[] d : CARDINALS) {
Cell next = cells.get(key(node.x() + d[0], node.z() + d[1]));
if (next != null && next.hasWater() && bed < next.waterY()) safe = false;
}
if (!safe) continue;
ShoreMaterial material = dryMaterial(node.x(), node.z(), node.cost() / extent);
cells.put(key(node.x(), node.z()), new Cell(node.x(), node.z(), -1, bed,
column.top(), material, node.feature(), depth));
}
for (int[] d : NEIGHBORS) {
int x = node.x() + d[0], z = node.z() + d[1];
if (!inside(x, z, RADIUS - 2)) continue;
Cell water = cells.get(key(x, z));
if (water != null && water.hasWater()) continue;
Column next = column(x, z);
if (next.top() < node.level() || next.top() > node.level() + 5) continue;
double cost = node.cost() + Math.hypot(d[0], d[1])
* (0.7 + Math.abs(next.top() - column.top()) * 0.32 + field(x, z, 12, 211) * 0.6);
if (cost > 19 || cost >= best.getOrDefault(key(x, z), Double.POSITIVE_INFINITY)) continue;
best.put(key(x, z), cost);
queue.add(new ShoreNode(x, z, node.level(), node.feature(), cost));
}
}
}
private int sedimentDepth(int x, int z) { return 3 + (int) (field(x, z, 15, 319) * 2.999); }
private ShoreMaterial wetMaterial(int x, int z, boolean edge) {
double geology = field(x, z, 24, 503) * 0.75 + field(x, z, 7, 509) * 0.25;
if (geology < 0.46) return ShoreMaterial.STONE;
if (geology < 0.65) return ShoreMaterial.GRAVEL;
if (!edge && geology > 0.78) return ShoreMaterial.CLAY;
return ShoreMaterial.SAND;
}
private ShoreMaterial dryMaterial(int x, int z, double distance) {
double geology = field(x, z, 24, 503) * 0.75 + field(x, z, 7, 509) * 0.25;
double grass = field(x + 103, z - 137, 19, 521);
if (grass > 0.62 || distance > 0.60 + grass * 0.65) return ShoreMaterial.GRASS;
if (geology < 0.46) return ShoreMaterial.STONE;
if (geology < 0.65) return ShoreMaterial.GRAVEL;
return ShoreMaterial.SAND;
}
private record Cliff(int x, int z, int dx, int dz, double score) {}
private record FlowNode(Position position, int reach) {}
private record Flow(Set<Position> volume, List<Position> path, FlowBounds bounds) {}
/** Pick rare exposed rock niches at the edges of real upper surfaces. The source replaces
* one rock block under an existing roof. Its outlet is already air over an eight-block drop;
* no source, shelf, dam, rock column or ocean is ever placed in empty terrain. */
private void addSprings() {
List<Cliff> cliffs = new ArrayList<>();
for (int x = -264; x <= 264; x += GRID) for (int z = -264; z <= 264; z += GRID) {
if (!inside(x, z, 264)) continue;
int top = coarse.computeIfAbsent(key(x, z), ignored -> coarseTop(point(ignored).x(), point(ignored).z()));
if (top < 88) continue;
for (int[] d : CARDINALS) {
int nx = x + d[0] * GRID, nz = z + d[1] * GRID;
int lower = coarse.computeIfAbsent(key(nx, nz), ignored -> coarseTop(point(ignored).x(), point(ignored).z()));
if (top - lower < 16) continue;
cliffs.add(new Cliff(x, z, d[0], d[1],
Math.min(64, top - lower) * 0.06 + random(seed + 811, x + d[0], z + d[1]) * 3));
}
}
cliffs.sort(Comparator.comparingDouble(Cliff::score).reversed()
.thenComparingInt(Cliff::x).thenComparingInt(Cliff::z)
.thenComparingInt(Cliff::dx).thenComparingInt(Cliff::dz));
int attempts = 0;
for (Cliff cliff : cliffs) {
if (springs.size() >= 3 || attempts++ >= 160) break;
boolean placed = false;
for (int tangent : new int[]{0, -2, 2, -4, 4}) {
for (int along = 0; along < GRID; along++) {
int x = cliff.x() + cliff.dx() * along - cliff.dz() * tangent;
int z = cliff.z() + cliff.dz() * along + cliff.dx() * tangent;
if (!inside(x, z, 266)) continue;
int ox = x + cliff.dx(), oz = z + cliff.dz();
Column rock = column(x, z), outletColumn = column(ox, oz);
if (rock.top() < 80 || rock.top() - outletColumn.top() < 14) continue;
// Five blocks below the highest natural surface is below the soil cap.
int floor = Math.max(64, Math.max(rock.top() - 20, outletColumn.top() + 8));
for (int y = rock.top() - 5; y >= floor; y -= 3) {
Position source = new Position(x, y, z), outlet = new Position(ox, y, oz);
if (nearModifiedGround(source, 32) || !separatedSpring(source) || !springNiche(source, cliff.dx(), cliff.dz())) continue;
Flow flow = traceSpring(source, outlet);
if (flow == null || flow.bounds().minY() > y - 12) continue;
long id = mix(seed ^ (0x5F81A6L + springs.size() * 0x9E3779B97F4A7C15L));
springs.add(new Spring(id, source, outlet, flow.path(), flow.bounds()));
springFlow.addAll(flow.volume());
placed = true;
break;
}
if (placed) break;
}
if (placed) break;
}
}
}
private boolean nearModifiedGround(Position source, int distance) {
for (Cell cell : cells.values()) {
int dy = Math.max(Math.max(cell.bedY() - cell.sedimentDepth() - source.y(), 0),
source.y() - cell.carveTop());
double horizontal = Math.hypot(source.x() - cell.x(), source.z() - cell.z());
if (Math.hypot(horizontal, dy) < distance) return true;
}
return false;
}
private boolean separatedSpring(Position source) {
for (Spring spring : springs) {
double horizontal = Math.hypot(source.x() - spring.source().x(), source.z() - spring.source().z());
int dy = Math.abs(source.y() - spring.source().y());
if (Math.hypot(horizontal, dy) < 64 || dy < 12) return false;
}
return true;
}
private record Wall(int x, int y, int z, int dx, int dz, double score) {}
/** Probe a few exposed faces below the highest surface as well. This finds overhangs and
* lower strata that a highest-column heightmap cannot represent, without inventing a ledge. */
private void addLowerWallSprings() {
List<Wall> candidates = new ArrayList<>();
for (int x = -240; x <= 240; x += 16) for (int z = -240; z <= 240; z += 16) {
if (!inside(x, z, 240)) continue;
int top = coarse.computeIfAbsent(key(x, z), ignored -> coarseTop(point(ignored).x(), point(ignored).z()));
for (int y = top - 32; y >= 64; y -= 16) {
if (!solid(x, y, z)) continue;
for (int[] direction : CARDINALS) {
if (solid(x + direction[0] * 4, y, z + direction[1] * 4)) continue;
candidates.add(new Wall(x, y, z, direction[0], direction[1],
random(seed + 1217 + y, x + direction[0], z + direction[1]) * 3
+ Math.min(100, top - y) * 0.015));
}
}
}
candidates.sort(Comparator.comparingDouble(Wall::score).reversed()
.thenComparingInt(Wall::x).thenComparingInt(Wall::z).thenComparingInt(Wall::y)
.thenComparingInt(Wall::dx).thenComparingInt(Wall::dz));
int attempts = 0;
for (Wall candidate : candidates) {
if (springs.size() >= 2 || attempts++ >= 96) break;
boolean placed = false;
for (int tangent : new int[]{0, -2, 2}) {
for (int along = 0; along < 4; along++) {
int x = candidate.x() + candidate.dx() * along - candidate.dz() * tangent;
int z = candidate.z() + candidate.dz() * along + candidate.dx() * tangent;
for (int dy : new int[]{0, 3, -3, 6, -6}) {
int y = candidate.y() + dy;
if (y < 56 || column(x, z).top() - y < 24) continue;
Position source = new Position(x, y, z);
if (nearModifiedGround(source, 32) || !separatedSpring(source)
|| !springNiche(source, candidate.dx(), candidate.dz())) continue;
Position outlet = new Position(x + candidate.dx(), y, z + candidate.dz());
Flow flow = traceSpring(source, outlet);
if (flow == null || flow.bounds().minY() > y - 12) continue;
long id = mix(seed ^ (0x5F81A6L + springs.size() * 0x9E3779B97F4A7C15L));
springs.add(new Spring(id, source, outlet, flow.path(), flow.bounds()));
springFlow.addAll(flow.volume());
placed = true;
break;
}
if (placed) break;
}
if (placed) break;
}
}
}
private boolean springNiche(Position source, int dx, int dz) {
for (int y = source.y() - 3; y <= source.y() + 1; y++) {
if (!solid(source.x(), y, source.z())) return false;
}
for (int[] d : CARDINALS) {
if (d[0] == dx && d[1] == dz) continue;
if (!solid(source.x() + d[0], source.y(), source.z() + d[1])) return false;
}
for (int y = source.y(); y >= source.y() - 8; y--) {
if (solid(source.x() + dx, y, source.z() + dz)) return false;
}
return true;
}
/** Predict drainage through undecorated rock to select springs and inspection bounds.
* Descend through air first, then explore seven horizontal steps on a shelf. Later trees
* can divert the actual fluid: this prediction is not a bound on decorated-world physics.
* Integration tests trace actual water back to its source within the inspected chunk halo. */
private Flow traceSpring(Position source, Position outlet) {
Map<Position, Integer> reach = new HashMap<>();
Map<Position, Position> parent = new HashMap<>();
ArrayDeque<FlowNode> queue = new ArrayDeque<>();
reach.put(source, 7);
queue.add(new FlowNode(source, 7));
Position lowest = source;
while (!queue.isEmpty()) {
FlowNode node = queue.removeFirst();
Position at = node.position();
if (node.reach() < reach.getOrDefault(at, -1)) continue;
if (at.y() < lowest.y()) lowest = at;
if (reach.size() > 24000) return null;
if (at.y() <= 0) continue;
Position below = new Position(at.x(), at.y() - 1, at.z());
if (!flowSolid(below, source)) {
enqueueFlow(below, 7, at, queue, reach, parent);
continue;
}
if (node.reach() <= 0) continue;
for (int[] d : CARDINALS) {
Position next = new Position(at.x() + d[0], at.y(), at.z() + d[1]);
if (flowSolid(next, source)) continue;
enqueueFlow(next, node.reach() - 1, at, queue, reach, parent);
}
}
if (!reach.containsKey(outlet)) return null;
int minX = source.x(), maxX = minX, minY = source.y(), maxY = minY;
int minZ = source.z(), maxZ = minZ;
for (Position position : reach.keySet()) {
minX = Math.min(minX, position.x()); maxX = Math.max(maxX, position.x());
minY = Math.min(minY, position.y()); maxY = Math.max(maxY, position.y());
minZ = Math.min(minZ, position.z()); maxZ = Math.max(maxZ, position.z());
}
List<Position> path = new ArrayList<>();
for (Position at = lowest; at != null; at = parent.get(at)) path.add(at);
Collections.reverse(path);
return new Flow(Set.copyOf(reach.keySet()), path, new FlowBounds(minX, minY, minZ, maxX, maxY, maxZ));
}
private boolean flowSolid(Position at, Position source) {
if (at.equals(source)) return false;
Cell cell = cells.get(key(at.x(), at.z()));
if (cell != null && at.y() > cell.bedY() && at.y() <= cell.carveTop()) return false;
return solid(at.x(), at.y(), at.z());
}
private static void enqueueFlow(Position next, int available, Position from, ArrayDeque<FlowNode> queue,
Map<Position, Integer> reach, Map<Position, Position> parent) {
if (available <= reach.getOrDefault(next, -1)) return;
if (!reach.containsKey(next)) parent.put(next, from);
reach.put(next, available);
queue.addLast(new FlowNode(next, available));
}
private boolean nearWater(int x, int z, int distance) {
for (Feature feature : features) {
Point point = feature.path().getFirst();
if (Math.hypot(x - point.x(), z - point.z()) < distance) return true;
}
return false;
}
private boolean solid(int x, int y, int z) { samples++; return sampler.sample(x, y, z) > 0; }
private long featureId(int index) { return mix(seed ^ (0x51A7E7L + index * 0x9E3779B97F4A7C15L)); }
private double terrainNoise(int x, int z) { return field(x, z, 8, 31); }
private double field(int x, int z, int scale, long salt) {
int gx = Math.floorDiv(x, scale), gz = Math.floorDiv(z, scale);
double tx = smooth(Math.floorMod(x, scale) / (double) scale);
double tz = smooth(Math.floorMod(z, scale) / (double) scale);
double a = random(seed + salt, gx, gz) * (1 - tx) + random(seed + salt, gx + 1, gz) * tx;
double b = random(seed + salt, gx, gz + 1) * (1 - tx) + random(seed + salt, gx + 1, gz + 1) * tx;
return a * (1 - tz) + b * tz;
}
}
private static boolean inside(int x, int z, int radius) { return Math.hypot((double) x, z) < radius; }
private static long key(int x, int z) { return ((long) x << 32) | (z & 0xffffffffL); }
private static Point point(long key) { return new Point((int) (key >> 32), (int) key); }
private static double smooth(double t) { return t * t * (3 - 2 * t); }
private static double random(long seed, int x, int z) { return (mix(seed ^ key(x, z)) >>> 11) * 0x1.0p-53; }
private static long mix(long value) {
value = (value ^ (value >>> 30)) * 0xbf58476d1ce4e5b9L;
value = (value ^ (value >>> 27)) * 0x94d049bb133111ebL;
return value ^ (value >>> 31);
}
}
@@ -1,148 +0,0 @@
package fr.koka.sanctuary.worldgen;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.Collections;
import java.util.EnumSet;
import java.util.Map;
import java.util.WeakHashMap;
import net.minecraft.core.BlockPos;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.ChunkAccess;
import net.minecraft.world.level.levelgen.Heightmap;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.RandomState;
/** Alpha.6 only: immutable plans cached by world state, applied to fresh terrain before decoration. */
public final class LayeredHydrologyRuntime {
private static final Map<RandomState, LayeredHydrology.Plan> PLANS =
Collections.synchronizedMap(new WeakHashMap<>());
private static final Map<RandomState, LayeredLavaDeposit.Plan> LAVA_PLANS =
Collections.synchronizedMap(new WeakHashMap<>());
private LayeredHydrologyRuntime() {}
public static boolean enabled(NoiseBasedChunkGenerator generator) {
return generator.generatorSettings().is(SanctuarySpawn.LAYERED_SETTINGS);
}
public static LayeredHydrology.Plan layeredPlan(ServerLevel level) {
return plan((NoiseBasedChunkGenerator) level.getChunkSource().getGenerator(),
level.getChunkSource().randomState());
}
public static LayeredHydrology.Plan plan(NoiseBasedChunkGenerator generator, RandomState randomState) {
if (!enabled(generator)) throw new IllegalArgumentException("Layered hydrology is not enabled for this generator");
return PLANS.computeIfAbsent(randomState, state -> {
long start = System.nanoTime();
var density = generator.generatorSettings().value().noiseRouter().finalDensity();
var plan = LayeredHydrology.create(state.seed(),
(x, y, z) -> state.sampleBlockValueUncached(density, x, y, z));
SanctuaryMod.LOGGER.info("Sanctuary layered hydrology: seed {}, {} features, {} columns, {} springs, {} ms",
state.seed(), plan.features().size(), plan.cells().size(), plan.springs().size(),
(System.nanoTime() - start) / 1_000_000);
return plan;
});
}
public static LayeredLavaDeposit.Plan lavaPlan(ServerLevel level) {
return lavaPlan((NoiseBasedChunkGenerator) level.getChunkSource().getGenerator(),
level.getChunkSource().randomState());
}
public static LayeredLavaDeposit.Plan lavaPlan(NoiseBasedChunkGenerator generator, RandomState randomState) {
// Acquire the water plan before the lava cache lock; the water planner never acquires it.
var water = plan(generator, randomState);
return LAVA_PLANS.computeIfAbsent(randomState, state -> {
long start = System.nanoTime();
var density = generator.generatorSettings().value().noiseRouter().finalDensity();
var lava = LayeredLavaDeposit.create(state.seed(),
(x, y, z) -> state.sampleBlockValueUncached(density, x, y, z), water);
SanctuaryMod.LOGGER.info("Sanctuary starter lava: seed {}, {} sources, access {}, {} ms",
state.seed(), lava.lavaCells().size(), lava.access(), (System.nanoTime() - start) / 1_000_000);
return lava;
});
}
public static void apply(NoiseBasedChunkGenerator generator, RandomState randomState, ChunkAccess chunk) {
if (!enabled(generator)) return;
var chunkPos = chunk.getPos();
if (Math.abs((long) chunkPos.x() * 16) > IslandShape.TERRAIN_LIMIT + 16L
|| Math.abs((long) chunkPos.z() * 16) > IslandShape.TERRAIN_LIMIT + 16L) return;
var plan = plan(generator, randomState);
var cells = plan.cellsInChunk(chunkPos.x(), chunkPos.z());
var springs = plan.springsInChunk(chunkPos.x(), chunkPos.z());
var outlets = plan.springs().stream().map(LayeredHydrology.Spring::outlet)
.filter(outlet -> (outlet.x() >> 4) == chunkPos.x() && (outlet.z() >> 4) == chunkPos.z()).toList();
var lava = lavaPlan(generator, randomState);
var lavaCells = lava.cellsInChunk(chunkPos.x(), chunkPos.z());
var lavaSupports = lava.supportsInChunk(chunkPos.x(), chunkPos.z());
if (cells.isEmpty() && springs.isEmpty() && outlets.isEmpty() && lavaCells.isEmpty() && lavaSupports.isEmpty()) return;
BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos();
// Validate all replacements and two intact support layers before modifying this chunk.
for (var cell : cells) {
for (int y = cell.bedY() - cell.sedimentDepth() - 1; y <= cell.bedY(); y++) {
requireSolid(chunk, pos.set(cell.x(), y, cell.z()), randomState.seed());
}
}
for (var spring : springs) {
var source = spring.source();
requireSolid(chunk, pos.set(source.x(), source.y(), source.z()), randomState.seed());
}
for (var support : lavaSupports) {
requireSolid(chunk, pos.set(support.x(), support.y(), support.z()), randomState.seed());
if (chunk.getBlockState(pos).ignitedByLava()) {
throw new IllegalStateException("Lava pocket requires nonflammable natural support at " + pos);
}
}
for (var cell : lavaCells) {
requireSolid(chunk, pos.set(cell.x(), cell.y(), cell.z()), randomState.seed());
}
for (var cell : cells) {
for (int depth = 0; depth < cell.sedimentDepth(); depth++) {
pos.set(cell.x(), cell.bedY() - depth, cell.z());
BlockState material = switch (cell.material()) {
case SAND -> Blocks.SAND.defaultBlockState();
case GRAVEL -> Blocks.GRAVEL.defaultBlockState();
case CLAY -> Blocks.CLAY.defaultBlockState();
case STONE -> Blocks.STONE.defaultBlockState();
case GRASS -> (depth == 0 ? Blocks.GRASS_BLOCK : Blocks.DIRT).defaultBlockState();
};
chunk.setBlockState(pos, material, 0);
}
for (int y = cell.bedY() + 1; y <= Math.max(cell.waterY(), cell.carveTop()); y++) {
pos.set(cell.x(), y, cell.z());
chunk.setBlockState(pos, cell.hasWater() && y <= cell.waterY()
? Blocks.WATER.defaultBlockState() : Blocks.AIR.defaultBlockState(), 0);
if (cell.hasWater() && y <= cell.waterY()) chunk.markPosForPostProcessing(pos);
}
}
for (var spring : springs) {
var source = spring.source();
pos.set(source.x(), source.y(), source.z());
chunk.setBlockState(pos, Blocks.WATER.defaultBlockState(), 0);
// Only the source is generated. Vanilla fluid ticks create the descending waterfall.
chunk.markPosForPostProcessing(pos);
}
for (var cell : lavaCells) {
pos.set(cell.x(), cell.y(), cell.z());
chunk.setBlockState(pos, (cell.lava() ? Blocks.LAVA : Blocks.AIR).defaultBlockState(), 0);
if (cell.lava()) chunk.markPosForPostProcessing(pos);
}
// This existing vanilla queue is consumed after neighbouring chunks finish decoration.
// Mark the outlet in its own chunk, including when its source belongs to a neighbour.
for (var outlet : outlets) {
pos.set(outlet.x(), outlet.y(), outlet.z());
chunk.markPosForPostProcessing(pos);
}
Heightmap.primeHeightmaps(chunk, EnumSet.of(Heightmap.Types.WORLD_SURFACE_WG,
Heightmap.Types.OCEAN_FLOOR_WG));
}
private static void requireSolid(ChunkAccess chunk, BlockPos pos, long seed) {
if (!chunk.getBlockState(pos).isCollisionShapeFullBlock(chunk, pos)) {
throw new IllegalStateException("Layered hydrology differs from terrain at " + pos + " for seed " + seed);
}
}
}
@@ -1,73 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import com.mojang.serialization.codecs.RecordCodecBuilder;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.stream.Stream;
import net.minecraft.core.Holder;
import net.minecraft.core.registries.Registries;
import net.minecraft.resources.ResourceKey;
import net.minecraft.world.level.biome.Biome;
import net.minecraft.world.level.biome.BiomeResolver;
import net.minecraft.world.level.biome.BiomeSource;
import net.minecraft.world.level.biome.Climate;
/** Alpha.6 palette: flowered upper meadows and distinct humid lower terraces. */
public final class LayeredIslandBiomeSource extends BiomeSource {
public static final ResourceKey<Biome> MEADOW = key("layered_meadow");
public static final ResourceKey<Biome> FLOWER_MEADOW = key("layered_flower_meadow");
public static final ResourceKey<Biome> LOWER_GROVE = key("layered_lower_grove");
public static final ResourceKey<Biome> MOSSY_TERRACES = key("layered_mossy_terraces");
public static final ResourceKey<Biome> ROCKY_TERRACES = key("layered_rocky_terraces");
public static final MapCodec<LayeredIslandBiomeSource> CODEC = RecordCodecBuilder.mapCodec(instance -> instance.group(
Biome.CODEC.fieldOf("meadow").forGetter(source -> source.meadow),
Biome.CODEC.fieldOf("flower_meadow").forGetter(source -> source.flowerMeadow),
Biome.CODEC.fieldOf("lower_grove").forGetter(source -> source.lowerGrove),
Biome.CODEC.fieldOf("mossy_terraces").forGetter(source -> source.mossyTerraces),
Biome.CODEC.fieldOf("rocky_terraces").forGetter(source -> source.rockyTerraces)
).apply(instance, LayeredIslandBiomeSource::new));
private final Holder<Biome> meadow;
private final Holder<Biome> flowerMeadow;
private final Holder<Biome> lowerGrove;
private final Holder<Biome> mossyTerraces;
private final Holder<Biome> rockyTerraces;
public LayeredIslandBiomeSource(Holder<Biome> meadow, Holder<Biome> flowerMeadow,
Holder<Biome> lowerGrove, Holder<Biome> mossyTerraces, Holder<Biome> rockyTerraces) {
this.meadow = meadow;
this.flowerMeadow = flowerMeadow;
this.lowerGrove = lowerGrove;
this.mossyTerraces = mossyTerraces;
this.rockyTerraces = rockyTerraces;
}
@Override
protected MapCodec<LayeredIslandBiomeSource> codec() { return CODEC; }
@Override
protected Stream<Holder<Biome>> collectPossibleBiomes() {
return Stream.of(meadow, flowerMeadow, lowerGrove, mossyTerraces, rockyTerraces);
}
@Override
public BiomeResolver createResolver(Climate.Sampler sampler) {
return (quartX, quartY, quartZ) -> {
int x = quartX * 4, y = quartY * 4, z = quartZ * 4;
float variation = sampler.temperature().sampleValue(x, 0, z);
float moisture = sampler.humidity().sampleValue(x, 0, z);
return switch (LayeredBiomePalette.select(y, variation, moisture)) {
case MEADOW -> meadow;
case FLOWER_MEADOW -> flowerMeadow;
case LOWER_GROVE -> lowerGrove;
case MOSSY_TERRACES -> mossyTerraces;
case ROCKY_TERRACES -> rockyTerraces;
};
};
}
private static ResourceKey<Biome> key(String path) {
return ResourceKey.create(Registries.BIOME, SanctuaryMod.id(path));
}
}
@@ -1,223 +0,0 @@
package fr.koka.sanctuary.worldgen;
import java.util.ArrayList;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Optional;
import java.util.Set;
/** One small, covered lava pocket in existing rock, reached from an existing outdoor ledge.
* No solid blocks are added, and unsuitable seeds are allowed to produce no deposit. */
public final class LayeredLavaDeposit {
public static final int RADIUS = 192;
public static final int WATER_CLEARANCE = 32;
public static final int LAVA_VOLUME = 18;
private static final int ENTRY_DISTANCE = 8;
private static final int[][] DIRECTIONS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
private static final Comparator<Position> POSITION_ORDER = Comparator.comparingInt(Position::x)
.thenComparingInt(Position::z).thenComparingInt(Position::y);
private static final Comparator<Cell> CELL_ORDER = Comparator.comparingInt(Cell::x)
.thenComparingInt(Cell::z).thenComparingInt(Cell::y);
private LayeredLavaDeposit() {}
public record Position(int x, int y, int z) {}
/** lava=false removes existing rock to open the two-block-high chamber or approach. */
public record Cell(int x, int y, int z, boolean lava) {}
public static final class Plan {
private final List<Cell> cells;
private final List<Cell> lavaCells;
private final List<Position> supports;
private final Optional<Position> access;
private final Map<Long, List<Cell>> chunks;
private final Map<Long, List<Position>> supportChunks;
private Plan(List<Cell> cells, Set<Position> supports, Position access) {
this.cells = cells.stream().sorted(CELL_ORDER).toList();
lavaCells = this.cells.stream().filter(Cell::lava).toList();
this.supports = supports.stream().sorted(POSITION_ORDER).toList();
this.access = Optional.ofNullable(access);
Map<Long, List<Cell>> byChunk = new HashMap<>();
for (Cell cell : this.cells) byChunk.computeIfAbsent(key(cell.x() >> 4, cell.z() >> 4),
ignored -> new ArrayList<>()).add(cell);
byChunk.replaceAll((ignored, values) -> List.copyOf(values));
chunks = Map.copyOf(byChunk);
Map<Long, List<Position>> bySupportChunk = new HashMap<>();
for (Position support : this.supports) bySupportChunk.computeIfAbsent(key(support.x() >> 4, support.z() >> 4),
ignored -> new ArrayList<>()).add(support);
bySupportChunk.replaceAll((ignored, values) -> List.copyOf(values));
supportChunks = Map.copyOf(bySupportChunk);
}
public List<Cell> cells() { return cells; }
public List<Cell> lavaCells() { return lavaCells; }
public List<Position> supports() { return supports; }
/** Player feet on the existing ledge; this column was naturally open to the sky. */
public Optional<Position> access() { return access; }
public List<Cell> cellsInChunk(int x, int z) { return chunks.getOrDefault(key(x, z), List.of()); }
public List<Position> supportsInChunk(int x, int z) { return supportChunks.getOrDefault(key(x, z), List.of()); }
}
public static Plan create(long seed, LayeredHydrology.Sampler sampler, LayeredHydrology.Plan hydrology) {
return new Search(seed, sampler, hydrology).find();
}
private record Candidate(int x, int z, int dx, int dz, double score) {}
private static final class Search {
private final long seed;
private final LayeredHydrology.Sampler sampler;
private final LayeredHydrology.Plan hydrology;
private final Map<Long, Integer> heights = new HashMap<>();
Search(long seed, LayeredHydrology.Sampler sampler, LayeredHydrology.Plan hydrology) {
this.seed = seed;
this.sampler = sampler;
this.hydrology = hydrology;
}
Plan find() {
List<Candidate> candidates = new ArrayList<>();
for (int x = -184; x <= 184; x += 8) for (int z = -184; z <= 184; z += 8) {
if (!inside(x, z, RADIUS - 8)) continue;
int ledge = top(x, z);
if (ledge < 64 || ledge > 300) continue;
for (int[] direction : DIRECTIONS) {
int cx = x - direction[0] * ENTRY_DISTANCE, cz = z - direction[1] * ENTRY_DISTANCE;
if (!inside(cx, cz, RADIUS - 12) || !clearOfWater(cx, cz)) continue;
int rise = top(cx, cz) - ledge;
if (rise < 12) continue;
candidates.add(new Candidate(x, z, direction[0], direction[1],
random(seed, cx, cz) + Math.min(rise, 40) * 0.015));
}
}
candidates.sort(Comparator.comparingDouble(Candidate::score).reversed()
.thenComparingInt(Candidate::x).thenComparingInt(Candidate::z)
.thenComparingInt(Candidate::dx).thenComparingInt(Candidate::dz));
int attempts = 0;
for (Candidate candidate : candidates) {
if (attempts++ >= 192) break;
// Refine the coarse edge, including a ledge lying between two eight-block samples.
for (int along = 0; along < 8; along++) for (int tangent : new int[]{0, -3, 3}) {
int x = candidate.x() - candidate.dx() * along - candidate.dz() * tangent;
int z = candidate.z() - candidate.dz() * along + candidate.dx() * tangent;
Plan plan = tryNiche(x, z, candidate.dx(), candidate.dz());
if (plan != null) return plan;
}
}
return new Plan(List.of(), Set.of(), null);
}
private Plan tryNiche(int entryX, int entryZ, int dx, int dz) {
int cx = entryX - dx * ENTRY_DISTANCE, cz = entryZ - dz * ENTRY_DISTANCE;
if (!inside(cx, cz, RADIUS - 12) || !clearOfWater(cx, cz)) return null;
int level = top(entryX, entryZ);
if (level < 64 || level > 300 || top(cx, cz) < level + 12) return null;
// The player can discover and enter from an actual outdoor ledge, not a sealed cave.
for (int y = level + 1; y < 384; y++) if (solid(entryX, y, entryZ)) return null;
for (int y = level - 2; y <= level; y++) if (!solid(entryX, y, entryZ)) return null;
List<Cell> cells = new ArrayList<>();
Set<Position> changed = new HashSet<>();
Set<Position> supports = new HashSet<>();
for (int x = cx - 1; x <= cx + 1; x++) for (int z = cz - 1; z <= cz + 1; z++) {
for (int y = level - 1; y <= level + 2; y++) {
if (!solid(x, y, z)) return null;
add(cells, changed, x, y, z, y <= level);
}
}
// A dry lip separates the ledge from the pool. Only the air above it is opened.
for (int distance = 2; distance < ENTRY_DISTANCE; distance++) {
int x = cx + dx * distance, z = cz + dz * distance;
for (int y = level + 1; y <= level + 2; y++) {
if (solid(x, y, z)) add(cells, changed, x, y, z, false);
}
}
// Every carved column must lie under eight continuous natural rock blocks. This
// excludes soil-cap excavation at the entrance as well as exposed surface lava.
Map<Long, Integer> highest = new HashMap<>();
for (Cell cell : cells) highest.merge(key(cell.x(), cell.z()), cell.y(), Math::max);
for (var column : highest.entrySet()) {
int x = (int) (column.getKey() >> 32), z = (int) (long) column.getKey();
for (int y = column.getValue() + 1; y <= column.getValue() + 8; y++) {
if (!requireRock(supports, x, y, z)) return null;
}
}
// Three intact blocks under the pool, two-block-thick side walls, and a solid chamber
// surround prevent escape through an adjacent cave. No part of this shell is created.
for (int x = cx - 3; x <= cx + 3; x++) for (int z = cz - 3; z <= cz + 3; z++) {
for (int y = level - 4; y <= level + 2; y++) {
if (changed.contains(new Position(x, y, z))) continue;
if (!requireRock(supports, x, y, z)) return null;
}
}
// The natural roof also covers a conservative envelope around local lava fire spread.
// Its thickness keeps later surface vegetation well above the lava chamber.
for (int x = cx - 4; x <= cx + 4; x++) for (int z = cz - 4; z <= cz + 4; z++) {
for (int y = level + 3; y <= level + 10; y++) {
if (!requireRock(supports, x, y, z)) return null;
}
}
for (int distance = 2; distance <= ENTRY_DISTANCE; distance++) {
int x = cx + dx * distance, z = cz + dz * distance;
for (int y = level - 2; y <= level; y++) {
if (!requireRock(supports, x, y, z)) return null;
}
}
supports.removeAll(changed);
return new Plan(cells, supports, new Position(entryX, level + 1, entryZ));
}
private boolean requireRock(Set<Position> supports, int x, int y, int z) {
if (!solid(x, y, z)) return false;
supports.add(new Position(x, y, z));
return true;
}
private boolean clearOfWater(int x, int z) {
// The extra ten blocks include both the entrance and the complete protected shell.
int clearance = WATER_CLEARANCE + 10;
for (var cell : hydrology.cells()) {
long dx = x - cell.x(), dz = z - cell.z();
if (dx * dx + dz * dz < (long) clearance * clearance) return false;
}
for (var spring : hydrology.springs()) {
var bounds = spring.flowBounds();
long dx = Math.max(Math.max((long) bounds.minX() - x, 0), (long) x - bounds.maxX());
long dz = Math.max(Math.max((long) bounds.minZ() - z, 0), (long) z - bounds.maxZ());
if (dx * dx + dz * dz < (long) clearance * clearance) return false;
}
return true;
}
private int top(int x, int z) {
return heights.computeIfAbsent(key(x, z), ignored -> {
for (int y = 383; y >= 32; y -= 4) {
if (!solid(x, y, z)) continue;
for (int exact = Math.min(383, y + 3); exact > y; exact--) if (solid(x, exact, z)) return exact;
return y;
}
return -1;
});
}
private boolean solid(int x, int y, int z) { return sampler.sample(x, y, z) > 0; }
}
private static void add(List<Cell> cells, Set<Position> changed, int x, int y, int z, boolean lava) {
if (changed.add(new Position(x, y, z))) cells.add(new Cell(x, y, z, lava));
}
private static boolean inside(int x, int z, int radius) { return (long) x * x + (long) z * z < (long) radius * radius; }
private static long key(int x, int z) { return ((long) x << 32) | (z & 0xffffffffL); }
private static double random(long seed, int x, int z) {
long value = seed ^ key(x, z) ^ 0x1A7A5EEDL;
value = (value ^ (value >>> 30)) * 0xbf58476d1ce4e5b9L;
value = (value ^ (value >>> 27)) * 0x94d049bb133111ebL;
return ((value ^ (value >>> 31)) >>> 11) * 0x1.0p-53;
}
}
@@ -1,41 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import net.minecraft.core.BlockPos;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.WorldGenLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.chunk.ChunkGenerator;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.feature.Feature;
/** A few plants on existing suitable shores, after the forest has been decorated. */
public final class LayeredShoreSugarCaneFeature implements Feature {
public static final MapCodec<LayeredShoreSugarCaneFeature> CODEC = MapCodec.unit(LayeredShoreSugarCaneFeature::new);
@Override
public MapCodec<LayeredShoreSugarCaneFeature> codec() {
return CODEC;
}
@Override
public boolean place(WorldGenLevel level, ChunkGenerator generator, RandomSource random, BlockPos origin) {
if (!(generator instanceof NoiseBasedChunkGenerator noise) || !LayeredHydrologyRuntime.enabled(noise)) return false;
var plan = LayeredHydrologyRuntime.plan(noise, level.getLevel().getChunkSource().randomState());
var cane = Blocks.SUGAR_CANE.defaultBlockState();
boolean placed = false;
for (var cell : plan.cellsInChunk(origin.getX() >> 4, origin.getZ() >> 4)) {
if (cell.hasWater() || random.nextInt(7) != 0) continue;
BlockPos base = new BlockPos(cell.x(), cell.bedY() + 1, cell.z());
if (!level.getBlockState(base).isAir() || !cane.canSurvive(level, base)) continue;
int height = 1 + random.nextInt(3);
for (int y = 0; y < height; y++) {
BlockPos pos = base.above(y);
if (!level.getBlockState(pos).isAir() || !cane.canSurvive(level, pos)) break;
setBlock(level, pos, cane);
placed = true;
}
}
return placed;
}
}
@@ -1,94 +0,0 @@
package fr.koka.sanctuary.worldgen;
import java.util.ArrayList;
import java.util.List;
import net.minecraft.core.BlockPos;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.tags.BlockTags;
import net.minecraft.world.level.block.Block;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.VegetationBlock;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.LevelChunk;
import net.minecraft.world.level.chunk.ProtoChunk;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.material.Fluids;
/** One-time alpha.6 outlet finishing, using vanilla's persisted and consumed generation queue. */
public final class LayeredSpringOutlets {
public record Pending(List<LayeredHydrology.Position> sources, List<LayeredHydrology.Position> outlets) {
public static final Pending EMPTY = new Pending(List.of(), List.of());
public Pending { sources = List.copyOf(sources); outlets = List.copyOf(outlets); }
public boolean isEmpty() { return sources.isEmpty() && outlets.isEmpty(); }
}
private LayeredSpringOutlets() {}
/** Called before vanilla consumes the queue; a fully processed/reloaded chunk has no work. */
public static Pending capturePending(ServerLevel level, LevelChunk chunk) {
if (!(level.getChunkSource().getGenerator() instanceof NoiseBasedChunkGenerator noise)
|| !LayeredHydrologyRuntime.enabled(noise)) return Pending.EMPTY;
boolean queued = false;
for (var section : chunk.getPostProcessing()) if (section != null && !section.isEmpty()) {
queued = true;
break;
}
if (!queued) return Pending.EMPTY;
var plan = LayeredHydrologyRuntime.plan(noise, level.getChunkSource().randomState());
List<LayeredHydrology.Position> sources = new ArrayList<>(), outlets = new ArrayList<>();
for (var spring : plan.springs()) {
if (markedHere(chunk, spring.source())) sources.add(spring.source());
if (markedHere(chunk, spring.outlet())) outlets.add(spring.outlet());
}
return new Pending(sources, outlets);
}
/** All neighbouring FEATURES have finished before a chunk reaches this stage. */
public static void finish(ServerLevel level, LevelChunk chunk, Pending pending) {
if (pending.isEmpty() || !(level.getChunkSource().getGenerator() instanceof NoiseBasedChunkGenerator noise)
|| !LayeredHydrologyRuntime.enabled(noise)) return;
var random = level.getChunkSource().randomState();
var density = noise.generatorSettings().value().noiseRouter().finalDensity();
for (var outlet : pending.outlets()) {
if (!owns(chunk, outlet)) throw new IllegalArgumentException("An outlet belongs to another chunk: " + outlet);
if (random.sampleBlockValueUncached(density, outlet.x(), outlet.y(), outlet.z()) > 0) {
throw new IllegalStateException("A spring outlet must already be natural air: " + outlet);
}
BlockPos pos = blockPos(outlet);
BlockState current = chunk.getBlockState(pos);
if (removableDecoration(current)) {
// Only this declared air cell is reopened. Neighbour notification wakes the
// adjacent source even if its own chunk was post-processed first.
level.setBlock(pos, Blocks.AIR.defaultBlockState(), Block.UPDATE_ALL);
}
}
for (var source : pending.sources()) {
if (!owns(chunk, source)) throw new IllegalArgumentException("A source belongs to another chunk: " + source);
BlockPos pos = blockPos(source);
BlockState current = chunk.getBlockState(pos);
if (current.is(Blocks.WATER) && current.getFluidState().isSource()) {
level.scheduleTick(pos, Fluids.WATER, Fluids.WATER.getTickDelay(level));
}
}
}
private static boolean markedHere(LevelChunk chunk, LayeredHydrology.Position position) {
if (!owns(chunk, position)) return false;
var queue = chunk.getPostProcessing()[chunk.getSectionIndex(position.y())];
return queue != null && queue.contains(ProtoChunk.packOffsetCoordinates(blockPos(position)));
}
private static boolean owns(LevelChunk chunk, LayeredHydrology.Position position) {
return (position.x() >> 4) == chunk.getPos().x() && (position.z() >> 4) == chunk.getPos().z();
}
private static BlockPos blockPos(LayeredHydrology.Position position) {
return new BlockPos(position.x(), position.y(), position.z());
}
private static boolean removableDecoration(BlockState state) {
if (state.hasBlockEntity()) return false;
return state.is(Blocks.GLOW_LICHEN) || state.is(Blocks.VINE) || state.is(Blocks.MOSS_CARPET)
|| state.getBlock() instanceof VegetationBlock || state.is(BlockTags.LEAVES) || state.is(BlockTags.LOGS);
}
}
@@ -1,21 +0,0 @@
package fr.koka.sanctuary.worldgen;
/** Geometry checks shared by lower-ledge decoration and density diagnostics. */
public final class LowerTerraceEcology {
@FunctionalInterface
public interface Sampler { float sample(int x, int y, int z); }
private LowerTerraceEcology() {}
public static int highestNaturalSurface(Sampler sampler, int x, int z) {
for (int y = 383; y >= 24; y--) if (sampler.sample(x, y, z) > 0) return y;
return -1;
}
/** A lower natural floor: three solid blocks, headroom, and real terrain at least eight blocks above. */
public static boolean isLowerTerrace(Sampler sampler, int x, int bedY, int z, int highestNaturalSurface) {
if (bedY < 32 || bedY > 312 || highestNaturalSurface < bedY + 8) return false;
for (int y = bedY - 2; y <= bedY; y++) if (sampler.sample(x, y, z) <= 0) return false;
return sampler.sample(x, bedY + 1, z) <= 0 && sampler.sample(x, bedY + 2, z) <= 0;
}
}
@@ -1,126 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import java.util.HashSet;
import java.util.Set;
import net.minecraft.core.BlockPos;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.WorldGenLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.ChunkGenerator;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.densityfunction.SamplerContext;
import net.minecraft.world.level.levelgen.feature.Feature;
/** Decorates actual lower natural floors after the ordinary highest-surface vegetation.
* Each chunk owns its columns; planned water, sediments, lava and their supports are excluded. */
public final class LowerTerraceVegetationFeature implements Feature {
public static final MapCodec<LowerTerraceVegetationFeature> CODEC = MapCodec.unit(LowerTerraceVegetationFeature::new);
@Override
public MapCodec<LowerTerraceVegetationFeature> codec() { return CODEC; }
@Override
public boolean place(WorldGenLevel level, ChunkGenerator generator, RandomSource random, BlockPos origin) {
if (!(generator instanceof NoiseBasedChunkGenerator noise) || !LayeredHydrologyRuntime.enabled(noise)) return false;
int minX = (origin.getX() >> 4) * 16, minZ = (origin.getZ() >> 4) * 16;
if (Math.abs((long) minX) > 288 || Math.abs((long) minZ) > 288) return false;
var state = level.getLevel().getChunkSource().randomState();
var water = LayeredHydrologyRuntime.plan(noise, state);
var lava = LayeredHydrologyRuntime.lavaPlan(noise, state);
var density = noise.generatorSettings().value().noiseRouter().finalDensity();
LowerTerraceEcology.Sampler sampler = (x, y, z) -> state.sampleBlockValueUncached(density, x, y, z);
var climate = state.createClimateSampler(SamplerContext.EMPTY_UNCACHED);
Set<Long> lavaColumns = new HashSet<>();
for (var cell : lava.cells()) protectColumn(lavaColumns, cell.x(), cell.z());
for (var support : lava.supports()) protectColumn(lavaColumns, support.x(), support.z());
boolean changed = false;
BlockPos.MutableBlockPos floor = new BlockPos.MutableBlockPos();
for (int x = minX; x < minX + 16; x++) for (int z = minZ; z < minZ + 16; z++) {
if (blockedColumn(water, lavaColumns, x, z)) continue;
// A coherent moisture patch controls coverage, rather than an alternating block grid.
float growth = climate.humidity().sampleValue(x + 317, 0, z - 191);
if (growth < -0.30F) continue;
int highest = -1, terraces = 0;
for (int y = 319; y >= 32; y--) {
floor.set(x, y, z);
BlockState ground = level.getBlockState(floor);
if (!replaceableGround(ground)) continue;
if (highest < 0) {
if (sampler.sample(x, y, z) > 0) highest = y;
continue;
}
if (y > highest - 8) continue;
BlockPos plantPos = floor.above();
if (!level.getBlockState(plantPos).isAir() || !level.getBlockState(plantPos.above()).isAir()) continue;
if (!LowerTerraceEcology.isLowerTerrace(sampler, x, y, z, highest)) continue;
if (!ground.isCollisionShapeFullBlock(level, floor)
|| !level.getBlockState(floor.below()).isCollisionShapeFullBlock(level, floor.below())
|| !level.getBlockState(floor.below(2)).isCollisionShapeFullBlock(level, floor.below(2))) continue;
var biome = level.getBiome(plantPos);
if (biome.is(LayeredIslandBiomeSource.ROCKY_TERRACES)) continue;
boolean mossy = biome.is(LayeredIslandBiomeSource.MOSSY_TERRACES);
// Moss survives shaded ledges without needing artificial lighting. Existing grass
// is retained outside the moss biome; no supporting terrain is added to air.
if (mossy || !ground.is(Blocks.GRASS_BLOCK)) {
setBlock(level, floor, Blocks.MOSS_BLOCK.defaultBlockState());
changed = true;
}
if (random.nextInt(5) < 2) {
BlockState plant = plant(mossy, random.nextInt(10));
if (plant.canSurvive(level, plantPos)) {
setBlock(level, plantPos, plant);
changed = true;
}
}
if (++terraces >= 4) break;
}
}
return changed;
}
private static BlockState plant(boolean mossy, int choice) {
if (mossy) return switch (choice) {
case 0 -> Blocks.FLOWERING_AZALEA.defaultBlockState();
case 1 -> Blocks.AZALEA.defaultBlockState();
case 2, 3 -> Blocks.FERN.defaultBlockState();
default -> Blocks.MOSS_CARPET.defaultBlockState();
};
return switch (choice) {
case 0 -> Blocks.OXEYE_DAISY.defaultBlockState();
case 1 -> Blocks.CORNFLOWER.defaultBlockState();
case 2 -> Blocks.AZURE_BLUET.defaultBlockState();
case 3 -> Blocks.DANDELION.defaultBlockState();
case 4 -> Blocks.BUSH.defaultBlockState();
default -> Blocks.SHORT_GRASS.defaultBlockState();
};
}
private static boolean replaceableGround(BlockState state) {
return state.is(Blocks.STONE) || state.is(Blocks.GRANITE) || state.is(Blocks.DIORITE)
|| state.is(Blocks.ANDESITE) || state.is(Blocks.TUFF) || state.is(Blocks.DIRT)
|| state.is(Blocks.GRASS_BLOCK) || state.is(Blocks.ROOTED_DIRT) || state.is(Blocks.COARSE_DIRT)
|| state.is(Blocks.MOSS_BLOCK);
}
private static boolean blockedColumn(LayeredHydrology.Plan water, Set<Long> lavaColumns, int x, int z) {
if (lavaColumns.contains(key(x, z))) return true;
for (int dx = -1; dx <= 1; dx++) for (int dz = -1; dz <= 1; dz++) {
if (water.cellAt(x + dx, z + dz) != null) return true;
}
for (var spring : water.springs()) if (inside(spring.flowBounds(), x, z)) return true;
return false;
}
private static boolean inside(LayeredHydrology.FlowBounds bounds, int x, int z) {
return x >= bounds.minX() - 2 && x <= bounds.maxX() + 2
&& z >= bounds.minZ() - 2 && z <= bounds.maxZ() + 2;
}
private static void protectColumn(Set<Long> columns, int x, int z) {
for (int dx = -2; dx <= 2; dx++) for (int dz = -2; dz <= 2; dz++) columns.add(key(x + dx, z + dz));
}
private static long key(int x, int z) { return ((long) x << 32) | (z & 0xffffffffL); }
}
@@ -1,90 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.Codec;
import com.mojang.serialization.MapCodec;
import com.mojang.serialization.codecs.RecordCodecBuilder;
import net.minecraft.util.Interval;
import net.minecraft.world.level.levelgen.densityfunction.DensityBuffer;
import net.minecraft.world.level.levelgen.densityfunction.DensityFunction;
import net.minecraft.world.level.levelgen.densityfunction.DensityFunctions;
import net.minecraft.world.level.levelgen.densityfunction.DensitySampler;
import net.minecraft.world.level.levelgen.densityfunction.DensityVolume;
import net.minecraft.world.level.levelgen.densityfunction.DfRewriteRule;
import net.minecraft.world.level.levelgen.densityfunction.SamplerContext;
/** Compiled density API. Legacy defaults preserve the generator saved by alpha.2 worlds. */
public record MainIslandDensity(DensityFunction terrain, DensityFunction distortion,
DensityFunction sculpt, DensityFunction detail,
int verticalOffset, int height, DensityFunction underside) implements DensityFunction {
public static final MapCodec<MainIslandDensity> CODEC = RecordCodecBuilder.mapCodec(instance -> instance.group(
DensityFunction.CODEC.fieldOf("terrain").forGetter(MainIslandDensity::terrain),
DensityFunction.CODEC.fieldOf("distortion").forGetter(MainIslandDensity::distortion),
DensityFunction.CODEC.optionalFieldOf("sculpt", DensityFunctions.zero()).forGetter(MainIslandDensity::sculpt),
DensityFunction.CODEC.optionalFieldOf("detail", DensityFunctions.zero()).forGetter(MainIslandDensity::detail),
Codec.intRange(0, 128).optionalFieldOf("vertical_offset", 0).forGetter(MainIslandDensity::verticalOffset),
Codec.intRange(256, 384).optionalFieldOf("height", 256).forGetter(MainIslandDensity::height),
DensityFunction.CODEC.optionalFieldOf("underside", DensityFunctions.zero()).forGetter(MainIslandDensity::underside)
).apply(instance, MainIslandDensity::new));
public MainIslandDensity(DensityFunction terrain, DensityFunction distortion) {
this(terrain, distortion, DensityFunctions.zero(), DensityFunctions.zero());
}
public MainIslandDensity(DensityFunction terrain, DensityFunction distortion,
DensityFunction sculpt, DensityFunction detail) {
this(terrain, distortion, sculpt, detail, 0, 256, DensityFunctions.zero());
}
@Override
public DensitySampler compileSampler(CompileContext context) {
DensitySampler terrainSampler = terrain.compileSampler(context);
DensitySampler distortionSampler = distortion.compileSampler(context);
DensitySampler sculptSampler = sculpt.compileSampler(context);
DensitySampler detailSampler = detail.compileSampler(context);
DensitySampler undersideSampler = underside.compileSampler(context);
return new DensitySampler() {
@Override
public float sampleValue(SamplerContext samplerContext, int x, int y, int z) {
if (Math.hypot((double) x, (double) z) >= IslandShape.TERRAIN_LIMIT || y <= 0 || y >= height) {
return -1.0F;
}
int sampleY = y - verticalOffset;
float natural = terrainSampler.sampleValue(samplerContext, x, sampleY, z);
float coast = distortionSampler.sampleValue(samplerContext, x, 0, z);
float coarse = sculptSampler.sampleValue(samplerContext, x, sampleY, z);
float fine = detailSampler.sampleValue(samplerContext, x, sampleY, z);
if (verticalOffset == 0 && height == 256) {
return IslandShape.density(x, y, z, natural, coast, coarse, fine);
}
return IslandShape.raisedDensity(x, y, z, natural, coast, coarse, fine,
undersideSampler.sampleValue(samplerContext, x, sampleY, z), verticalOffset, height);
}
@Override
public void sampleVolume(SamplerContext context, DensityBuffer buffer, DensityVolume volume) {
DensitySampler.sampleVolumeNaive(context, buffer, volume, this);
}
};
}
@Override
public DensityFunction rewriteChildren(DfRewriteRule rule) {
return new MainIslandDensity(rule.rewrite(terrain), rule.rewrite(distortion),
rule.rewrite(sculpt), rule.rewrite(detail), verticalOffset, height, rule.rewrite(underside));
}
@Override
public Interval range() {
return Interval.of(-1.0F, 1.0F);
}
@Override
public int domainAxes() {
return ALL_AXES;
}
@Override
public MapCodec<MainIslandDensity> codec() {
return CODEC;
}
}
@@ -1,698 +0,0 @@
package fr.koka.sanctuary.worldgen;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.Collection;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import java.util.PriorityQueue;
import java.util.Set;
/** Alpha.5 surface water, broad natural sediment sheets and occasional exposed rock springs.
* This version is separate from SurfaceHydrology so previously created worlds keep alpha.4 terrain.
* Results retain no chunks, sampler, random state or Minecraft objects. */
public final class NaturalHydrology {
public static final int RADIUS = 192;
public static final int MAX_CARVE = 4;
public static final int MAX_DEPTH = 3;
private static final int GRID = 8;
private static final int[][] CARDINALS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
private static final int[][] NEIGHBORS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}, {1, 1}, {1, -1}, {-1, 1}, {-1, -1}};
private NaturalHydrology() {}
@FunctionalInterface
public interface Sampler { float sample(int x, int y, int z); }
public enum Kind { POND, LAKE, STREAM }
public enum ShoreMaterial { SAND, GRAVEL, CLAY, STONE, GRASS }
public record Point(int x, int z) {}
public record Bounds(int minX, int minZ, int maxX, int maxZ) {}
public record Position(int x, int y, int z) {}
public record FlowBounds(int minX, int minY, int minZ, int maxX, int maxY, int maxZ) {}
public record Spring(long id, Position source, Position outlet, List<Position> flowPath, FlowBounds flowBounds) {
public Spring { flowPath = List.copyOf(flowPath); }
}
/** Replaces existing solids bedY-sedimentDepth+1..bedY, with two intact natural supports below.
* Water occupies bedY+1..waterY; everything above it through carveTop is removed. For a dry
* terrace waterY=-1, and bedY+1..carveTop is removed (at most two original blocks). */
public record Cell(int x, int z, int waterY, int bedY, int carveTop,
ShoreMaterial material, long featureId, int sedimentDepth) {
public boolean hasWater() { return waterY >= 0; }
}
public record Feature(long id, Kind kind, int waterY, List<Point> path, int waterCells, Bounds bounds) {
public Feature { path = List.copyOf(path); }
}
public static final class Plan {
private final Map<Long, Cell> cells;
private final Map<Long, List<Cell>> chunks;
private final List<Feature> features;
private final List<Spring> springs;
private final Map<Long, List<Spring>> springChunks;
private final Set<Position> springFlow;
private final int sampledColumns;
private final long densitySamples;
private Plan(Map<Long, Cell> source, List<Feature> features, List<Spring> springs, Set<Position> springFlow, int columns, long samples) {
List<Cell> sorted = source.values().stream()
.sorted(Comparator.comparingInt(Cell::x).thenComparingInt(Cell::z)).toList();
Map<Long, Cell> ordered = new LinkedHashMap<>();
Map<Long, List<Cell>> byChunk = new HashMap<>();
for (Cell cell : sorted) {
ordered.put(key(cell.x(), cell.z()), cell);
byChunk.computeIfAbsent(key(cell.x() >> 4, cell.z() >> 4), ignored -> new ArrayList<>()).add(cell);
}
byChunk.replaceAll((ignored, values) -> List.copyOf(values));
cells = Collections.unmodifiableMap(ordered);
chunks = Map.copyOf(byChunk);
this.features = List.copyOf(features);
this.springs = List.copyOf(springs);
this.springFlow = Set.copyOf(springFlow);
Map<Long, List<Spring>> groupedSprings = new HashMap<>();
for (Spring spring : springs) groupedSprings.computeIfAbsent(
key(spring.source().x() >> 4, spring.source().z() >> 4), ignored -> new ArrayList<>()).add(spring);
groupedSprings.replaceAll((ignored, values) -> List.copyOf(values));
springChunks = Map.copyOf(groupedSprings);
sampledColumns = columns;
densitySamples = samples;
}
public Cell cellAt(int x, int z) { return cells.get(key(x, z)); }
public Collection<Cell> cells() { return cells.values(); }
public List<Cell> cellsInChunk(int x, int z) { return chunks.getOrDefault(key(x, z), List.of()); }
public List<Feature> features() { return features; }
public List<Spring> springs() { return springs; }
public List<Spring> springsInChunk(int x, int z) { return springChunks.getOrDefault(key(x, z), List.of()); }
/** Prediction in undecorated density, not a restriction on Minecraft fluid simulation. */
public boolean allowsSpringFlow(int x, int y, int z) { return springFlow.contains(new Position(x, y, z)); }
public int sampledColumns() { return sampledColumns; }
public long densitySamples() { return densitySamples; }
}
public static Plan create(long seed, Sampler sampler) {
return new Planner(seed, sampler).build();
}
private record Column(int top, int solidBottom) {}
private record Candidate(int x, int z, double score) {}
private record Node(int x, int z, double cost) {}
private static final Comparator<Node> NODE_ORDER = Comparator.comparingDouble(Node::cost)
.thenComparingInt(Node::x).thenComparingInt(Node::z);
private static final class Planner {
private final long seed;
private final Sampler sampler;
private final Map<Long, Column> columns = new HashMap<>();
private final Map<Long, Integer> coarse = new HashMap<>();
private final Map<Long, Cell> cells = new HashMap<>();
private final List<Feature> features = new ArrayList<>();
private final List<Spring> springs = new ArrayList<>();
private final Set<Position> springFlow = new HashSet<>();
private long samples;
Planner(long seed, Sampler sampler) { this.seed = seed; this.sampler = sampler; }
Plan build() {
List<Candidate> candidates = candidates();
int attempts = 0;
for (Candidate candidate : candidates) {
if (features.size() >= 5 || attempts++ >= 96) break;
Point center = new Point(candidate.x(), candidate.z());
if (nearWater(center.x(), center.z(), 38)) continue;
Column column = column(center.x(), center.z());
if (column.top() < 64 || column.top() - column.solidBottom() < 7) continue;
Kind kind = features.size() < 2 ? Kind.LAKE : Kind.POND;
int target = kind == Kind.LAKE ? 190 + (int) (random(seed, center.x(), center.z()) * 130)
: 55 + (int) (random(seed + 1, center.x(), center.z()) * 55);
// Prefer an existing low spot; a shallow cut is the fallback on level terrain.
for (int level : new int[]{column.top() + 1, column.top(), column.top() - 1}) {
Set<Long> footprint = growBasin(center, level, target);
if (footprint == null) continue;
long id = featureId(features.size());
Map<Long, Cell> wet = waterCells(footprint, level, id);
if (wet == null || !contained(wet)) continue;
addFeature(id, kind, level, List.of(center), wet);
break;
}
}
// One quiet stream connects a basin to a nearby surface refuge at the same water level.
// Its route follows low excavation cost through the relief; it has no falling outlets.
boolean stream = false;
for (Feature source : List.copyOf(features)) if (addStream(source)) { stream = true; break; }
if (!stream) addPlateauStream(candidates);
addSedimentSheets();
addSprings();
return new Plan(cells, features, springs, springFlow, columns.size(), samples);
}
private List<Candidate> candidates() {
for (int x = -RADIUS; x <= RADIUS; x += GRID) {
for (int z = -RADIUS; z <= RADIUS; z += GRID) {
if (inside(x, z, RADIUS)) coarse.put(key(x, z), coarseTop(x, z));
}
}
List<Candidate> result = new ArrayList<>();
for (int x = -RADIUS + GRID; x < RADIUS; x += GRID) {
for (int z = -RADIUS + GRID; z < RADIUS; z += GRID) {
int height = coarse.getOrDefault(key(x, z), -1);
if (height < 64 || !inside(x, z, RADIUS - 24)) continue;
double average = 0;
boolean safe = true;
for (int[] d : CARDINALS) {
int neighbor = coarse.getOrDefault(key(x + d[0] * GRID, z + d[1] * GRID), -1);
if (neighbor < 64 || Math.abs(neighbor - height) > 16) safe = false;
average += neighbor * 0.25;
}
if (safe) result.add(new Candidate(x, z,
(average - height) * 2.0 + random(seed + 2, x, z) * 3.0));
}
}
result.sort(Comparator.comparingDouble(Candidate::score).reversed()
.thenComparingInt(Candidate::x).thenComparingInt(Candidate::z));
return result;
}
private int coarseTop(int x, int z) {
for (int y = 383; y >= 32; y -= 4) if (solid(x, y, z)) return y;
return -1;
}
private Column column(int x, int z) {
long key = key(x, z);
Column old = columns.get(key);
if (old != null) return old;
int top = -1;
// Exact scan, including everything above the planned water: a cave roof cannot be
// mistaken for a surface. Only candidates and their nearby shore need this refinement.
for (int y = 383; y >= 24; y--) {
if (solid(x, y, z)) { top = y; break; }
}
int bottom = top;
if (top >= 0) {
while (bottom > Math.max(16, top - 16) && solid(x, bottom - 1, z)) bottom--;
}
Column created = new Column(top, bottom);
columns.put(key, created);
return created;
}
private boolean eligible(int x, int z, int level) {
if (level < 32 || level >= 383 || !inside(x, z, RADIUS - 2)) return false;
Cell old = cells.get(key(x, z));
if (old != null && old.hasWater() && old.waterY() != level) return false;
Column column = column(x, z);
return column.top() >= level - 3 && column.top() < level + MAX_CARVE
&& column.solidBottom() <= Math.min(column.top(), level - 1) - 4;
}
private Set<Long> growBasin(Point center, int level, int target) {
if (!eligible(center.x(), center.z(), level)) return null;
Set<Long> wet = new HashSet<>();
Map<Long, Double> costs = new HashMap<>();
PriorityQueue<Node> queue = new PriorityQueue<>(NODE_ORDER);
queue.add(new Node(center.x(), center.z(), 0));
costs.put(key(center.x(), center.z()), 0.0);
while (!queue.isEmpty() && wet.size() < target) {
Node current = queue.remove();
if (current.cost() > costs.getOrDefault(key(current.x(), current.z()), Double.POSITIVE_INFINITY)) continue;
if (!eligible(current.x(), current.z(), level)) continue;
wet.add(key(current.x(), current.z()));
for (int[] d : NEIGHBORS) {
int x = current.x() + d[0], z = current.z() + d[1];
if (Math.hypot(x - center.x(), z - center.z()) > 28 || wet.contains(key(x, z))) continue;
if (!eligible(x, z, level)) continue;
double step = Math.hypot(d[0], d[1]);
double cost = current.cost() + step * (1 + Math.max(0, column(x, z).top() - level) * 0.8
+ terrainNoise(x, z) * 4.5 + field(x + 71, z - 93, 21, 107) * 3.5);
if (cost >= costs.getOrDefault(key(x, z), Double.POSITIVE_INFINITY)) continue;
costs.put(key(x, z), cost);
queue.add(new Node(x, z, cost));
}
}
wet = connectedTo(wet, key(center.x(), center.z()));
if (wet.size() < Math.min(target, 30)) return null;
// Filling a hollow requires every lower connected outlet to be included. Abort rather
// than place a dam if this natural basin runs to a cliff, cave or an oversized catchment.
List<Long> work = new ArrayList<>(wet);
for (int i = 0; i < work.size(); i++) {
Point point = point(work.get(i));
for (int[] d : CARDINALS) {
int x = point.x() + d[0], z = point.z() + d[1];
long neighbor = key(x, z);
if (wet.contains(neighbor) || column(x, z).top() >= level) continue;
if (wet.size() >= 420 || Math.hypot(x - center.x(), z - center.z()) > 32
|| !eligible(x, z, level)) return null;
wet.add(neighbor);
work.add(neighbor);
}
}
return wet;
}
private Map<Long, Cell> waterCells(Set<Long> footprint, int level, long id) {
Map<Long, Cell> result = new HashMap<>();
for (long key : footprint) {
Point p = point(key);
if (!eligible(p.x(), p.z(), level)) return null;
boolean edge = false;
for (int[] d : CARDINALS) edge |= !footprint.contains(key(p.x() + d[0], p.z() + d[1]));
Column column = column(p.x(), p.z());
int depth = Math.max(level - column.top() + 1, edge ? 1 : 2 + (terrainNoise(p.x(), p.z()) > 0.55 ? 1 : 0));
depth = Math.min(depth, MAX_CARVE - Math.max(0, column.top() - level));
if (depth < 1 || depth > MAX_DEPTH) return null;
int bed = level - depth;
if (column.top() < bed || column.solidBottom() > bed - 2) return null;
ShoreMaterial material = wetMaterial(p.x(), p.z(), edge);
int sedimentDepth = sedimentDepth(p.x(), p.z());
if (column.solidBottom() > bed - sedimentDepth - 1) return null;
result.put(key, new Cell(p.x(), p.z(), level, bed, Math.max(level, column.top()),
material, id, sedimentDepth));
}
return result;
}
private boolean contained(Map<Long, Cell> wet) {
for (Cell cell : wet.values()) {
for (int y = cell.bedY() - 2; y <= cell.bedY(); y++) {
if (!solid(cell.x(), y, cell.z())) return false;
}
for (int[] d : CARDINALS) {
int x = cell.x() + d[0], z = cell.z() + d[1];
Cell neighbor = wet.get(key(x, z));
if (neighbor == null) neighbor = cells.get(key(x, z));
for (int y = cell.bedY() + 1; y <= cell.waterY(); y++) {
if (neighbor != null && neighbor.hasWater()) {
if (neighbor.waterY() != cell.waterY()) return false;
if (y > neighbor.bedY()) continue;
}
if (!solid(x, y, z)) return false;
}
}
}
return true;
}
private void addFeature(long id, Kind kind, int level, List<Point> path, Map<Long, Cell> wet) {
int minX = Integer.MAX_VALUE, minZ = Integer.MAX_VALUE, maxX = Integer.MIN_VALUE, maxZ = Integer.MIN_VALUE;
int count = 0;
for (Cell cell : wet.values()) {
Cell old = cells.get(key(cell.x(), cell.z()));
if (old == null || !old.hasWater()) { cells.put(key(cell.x(), cell.z()), cell); count++; }
minX = Math.min(minX, cell.x()); minZ = Math.min(minZ, cell.z());
maxX = Math.max(maxX, cell.x()); maxZ = Math.max(maxZ, cell.z());
}
features.add(new Feature(id, kind, level, path, count, new Bounds(minX, minZ, maxX, maxZ)));
}
private boolean addStream(Feature source) {
Point start = source.path().getFirst();
int level = source.waterY();
Map<Long, Double> costs = new HashMap<>();
Map<Long, Long> parent = new HashMap<>();
PriorityQueue<Node> queue = new PriorityQueue<>(NODE_ORDER);
List<Node> refuges = new ArrayList<>();
long startKey = key(start.x(), start.z());
costs.put(startKey, 0.0);
queue.add(new Node(start.x(), start.z(), 0));
int visited = 0;
while (!queue.isEmpty() && visited++ < 1200) {
Node node = queue.remove();
long at = key(node.x(), node.z());
if (node.cost() > costs.getOrDefault(at, Double.POSITIVE_INFINITY)) continue;
double distance = Math.hypot(node.x() - start.x(), node.z() - start.z());
if (distance >= 44 && distance <= 76 && column(node.x(), node.z()).top() <= level + 3) refuges.add(node);
for (int[] d : NEIGHBORS) {
int x = node.x() + d[0] * 4, z = node.z() + d[1] * 4;
if (Math.hypot(x - start.x(), z - start.z()) > 88 || !eligible(x, z, level)) continue;
long next = key(x, z);
double cost = node.cost() + Math.hypot(d[0], d[1])
* (4 + Math.abs(column(x, z).top() - level) * 1.4 + terrainNoise(x, z) * 4);
if (cost >= costs.getOrDefault(next, Double.POSITIVE_INFINITY)) continue;
costs.put(next, cost); parent.put(next, at); queue.add(new Node(x, z, cost));
}
}
refuges.sort(Comparator.comparingDouble((Node n) -> n.cost() / Math.hypot(n.x() - start.x(), n.z() - start.z()))
.thenComparingInt(Node::x).thenComparingInt(Node::z));
int attempts = 0;
for (Node refuge : refuges) {
if (attempts++ >= 24) break;
List<Point> path = new ArrayList<>();
long cursor = key(refuge.x(), refuge.z());
while (cursor != startKey) { path.add(point(cursor)); cursor = parent.get(cursor); }
path.add(start); Collections.reverse(path);
Set<Long> corridor = new HashSet<>();
for (int i = 1; i < path.size(); i++) {
Point a = path.get(i - 1), b = path.get(i);
int length = Math.max(Math.abs(b.x() - a.x()), Math.abs(b.z() - a.z()));
for (int step = 0; step <= length; step++) {
int x = a.x() + (b.x() - a.x()) * step / length;
int z = a.z() + (b.z() - a.z()) * step / length;
int width = terrainNoise(x + 17, z + 29) > 0.65 ? 2 : 1;
for (int dx = -width; dx <= width; dx++) for (int dz = -width; dz <= width; dz++) {
if (dx * dx + dz * dz <= width * width + 1) corridor.add(key(x + dx, z + dz));
}
}
}
Set<Long> refugePool = growBasin(new Point(refuge.x(), refuge.z()), level, 36);
if (refugePool == null) continue;
corridor.addAll(refugePool);
if (!closeStreamOutlets(corridor, level)) continue;
long id = featureId(features.size());
Map<Long, Cell> wet = waterCells(corridor, level, id);
if (wet == null || !contained(wet)) continue;
addFeature(id, Kind.STREAM, level, path, wet);
return true;
}
return false;
}
/** Low lake floors may be trapped below every nearby plateau. Try a small natural surface
* refuge as a source too, retaining it only if a fully contained stream can actually leave it. */
private boolean addPlateauStream(List<Candidate> candidates) {
List<Candidate> plateaus = candidates.stream().filter(candidate -> flatness(candidate.x(), candidate.z()) <= 6)
.sorted(Comparator.comparingDouble((Candidate c) -> flatness(c.x(), c.z())
- random(seed + 91, c.x(), c.z()) * 2).thenComparingInt(Candidate::x).thenComparingInt(Candidate::z)).toList();
int attempts = 0;
for (Candidate candidate : plateaus) {
if (attempts++ >= 20) break;
Point center = new Point(candidate.x(), candidate.z());
if (nearWater(center.x(), center.z(), 24)) continue;
Column column = column(center.x(), center.z());
if (column.top() < 64 || column.top() - column.solidBottom() < 7) continue;
for (int level : new int[]{column.top(), column.top() - 1}) {
Set<Long> footprint = growBasin(center, level, 40);
if (footprint == null) continue;
long id = featureId(features.size());
Map<Long, Cell> wet = waterCells(footprint, level, id);
if (wet == null || !contained(wet)) continue;
addFeature(id, Kind.POND, level, List.of(center), wet);
if (addStream(features.getLast())) return true;
features.removeLast();
cells.values().removeIf(cell -> cell.featureId() == id);
}
}
return false;
}
private int flatness(int x, int z) {
int low = coarse.getOrDefault(key(x, z), -1000), high = low;
for (int[] d : CARDINALS) {
int value = coarse.getOrDefault(key(x + d[0] * GRID, z + d[1] * GRID), -1000);
low = Math.min(low, value); high = Math.max(high, value);
}
return high - low;
}
/** Include small connected low spots beside a channel; reject large/deep/open outlets.
* This adds water to a verified natural hollow, never rock to close a leak. */
private boolean closeStreamOutlets(Set<Long> corridor, int level) {
int maximum = Math.min(900, corridor.size() + 180);
List<Long> work = new ArrayList<>(corridor);
for (int i = 0; i < work.size(); i++) {
Point point = point(work.get(i));
for (int[] d : CARDINALS) {
int x = point.x() + d[0], z = point.z() + d[1];
long next = key(x, z);
Cell old = cells.get(next);
if (corridor.contains(next) || old != null && old.hasWater() && old.waterY() == level
|| column(x, z).top() >= level) continue;
if (corridor.size() >= maximum || !eligible(x, z, level)) return false;
corridor.add(next); work.add(next);
}
}
return true;
}
private static Set<Long> connectedTo(Set<Long> footprint, long start) {
Set<Long> connected = new HashSet<>();
List<Long> work = new ArrayList<>();
connected.add(start); work.add(start);
for (int i = 0; i < work.size(); i++) {
Point point = point(work.get(i));
for (int[] d : CARDINALS) {
long next = key(point.x() + d[0], point.z() + d[1]);
if (footprint.contains(next) && connected.add(next)) work.add(next);
}
}
return connected;
}
private record ShoreNode(int x, int z, int level, long feature, double cost) {}
/** Sediment follows shallow topography in broad, discontinuous sheets. A second nearby
* pocket can share the same sheet; the result is not a one-block material ring. */
private void addSedimentSheets() {
Comparator<ShoreNode> order = Comparator.comparingDouble(ShoreNode::cost)
.thenComparingInt(ShoreNode::x).thenComparingInt(ShoreNode::z).thenComparingLong(ShoreNode::feature);
PriorityQueue<ShoreNode> queue = new PriorityQueue<>(order);
Map<Long, Double> best = new HashMap<>();
for (Cell cell : cells.values()) if (cell.hasWater()) {
queue.add(new ShoreNode(cell.x(), cell.z(), cell.waterY(), cell.featureId(), 0));
best.put(key(cell.x(), cell.z()), 0.0);
}
while (!queue.isEmpty()) {
ShoreNode node = queue.remove();
if (node.cost() > best.getOrDefault(key(node.x(), node.z()), Double.POSITIVE_INFINITY)) continue;
Column column = column(node.x(), node.z());
Cell existing = cells.get(key(node.x(), node.z()));
if (existing == null) {
double extent = 9 + field(node.x(), node.z(), 25, 131) * 10;
if (node.cost() > extent) continue;
int delta = column.top() - node.level();
if (delta < 0 || delta > 5) continue;
// Low shore: waterline, then one-block steps. Cut at most two existing blocks;
// far deposits keep the original landform and feather back into grass/stone.
int terrace = node.level() + (int) Math.floor(node.cost() / 4.5);
int bed = Math.max(node.level(), Math.max(column.top() - 2, Math.min(column.top(), terrace)));
int depth = sedimentDepth(node.x(), node.z());
if (column.solidBottom() > bed - depth - 1) continue;
boolean safe = true;
for (int[] d : CARDINALS) {
Cell next = cells.get(key(node.x() + d[0], node.z() + d[1]));
if (next != null && next.hasWater() && bed < next.waterY()) safe = false;
}
if (!safe) continue;
ShoreMaterial material = dryMaterial(node.x(), node.z(), node.cost() / extent);
cells.put(key(node.x(), node.z()), new Cell(node.x(), node.z(), -1, bed,
column.top(), material, node.feature(), depth));
}
for (int[] d : NEIGHBORS) {
int x = node.x() + d[0], z = node.z() + d[1];
if (!inside(x, z, RADIUS - 2)) continue;
Cell water = cells.get(key(x, z));
if (water != null && water.hasWater()) continue;
Column next = column(x, z);
if (next.top() < node.level() || next.top() > node.level() + 5) continue;
double cost = node.cost() + Math.hypot(d[0], d[1])
* (0.7 + Math.abs(next.top() - column.top()) * 0.32 + field(x, z, 12, 211) * 0.6);
if (cost > 19 || cost >= best.getOrDefault(key(x, z), Double.POSITIVE_INFINITY)) continue;
best.put(key(x, z), cost);
queue.add(new ShoreNode(x, z, node.level(), node.feature(), cost));
}
}
}
private int sedimentDepth(int x, int z) { return 3 + (int) (field(x, z, 15, 319) * 2.999); }
private ShoreMaterial wetMaterial(int x, int z, boolean edge) {
double geology = field(x, z, 24, 503) * 0.75 + field(x, z, 7, 509) * 0.25;
if (geology < 0.29) return ShoreMaterial.STONE;
if (geology < 0.50) return ShoreMaterial.GRAVEL;
if (!edge && geology > 0.78) return ShoreMaterial.CLAY;
return ShoreMaterial.SAND;
}
private ShoreMaterial dryMaterial(int x, int z, double distance) {
double geology = field(x, z, 24, 503) * 0.75 + field(x, z, 7, 509) * 0.25;
double grass = field(x + 103, z - 137, 19, 521);
if (grass > 0.68 || distance > 0.60 + grass * 0.65) return ShoreMaterial.GRASS;
if (geology < 0.29) return ShoreMaterial.STONE;
if (geology < 0.50) return ShoreMaterial.GRAVEL;
return ShoreMaterial.SAND;
}
private record Cliff(int x, int z, int dx, int dz, double score) {}
private record FlowNode(Position position, int reach) {}
private record Flow(Set<Position> volume, List<Position> path, FlowBounds bounds) {}
/** Pick rare exposed rock niches at the edges of real upper surfaces. The source replaces
* one rock block under an existing roof. Its outlet is already air over an eight-block drop;
* no source, shelf, dam, rock column or ocean is ever placed in empty terrain. */
private void addSprings() {
List<Cliff> cliffs = new ArrayList<>();
for (int x = -264; x <= 264; x += GRID) for (int z = -264; z <= 264; z += GRID) {
if (!inside(x, z, 264)) continue;
int top = coarse.computeIfAbsent(key(x, z), ignored -> coarseTop(point(ignored).x(), point(ignored).z()));
if (top < 88) continue;
for (int[] d : CARDINALS) {
int nx = x + d[0] * GRID, nz = z + d[1] * GRID;
int lower = coarse.computeIfAbsent(key(nx, nz), ignored -> coarseTop(point(ignored).x(), point(ignored).z()));
if (top - lower < 16) continue;
cliffs.add(new Cliff(x, z, d[0], d[1],
Math.min(64, top - lower) * 0.06 + random(seed + 811, x + d[0], z + d[1]) * 3));
}
}
cliffs.sort(Comparator.comparingDouble(Cliff::score).reversed()
.thenComparingInt(Cliff::x).thenComparingInt(Cliff::z)
.thenComparingInt(Cliff::dx).thenComparingInt(Cliff::dz));
int attempts = 0;
for (Cliff cliff : cliffs) {
if (springs.size() >= 3 || attempts++ >= 160) break;
boolean placed = false;
for (int tangent : new int[]{0, -2, 2, -4, 4}) {
for (int along = 0; along < GRID; along++) {
int x = cliff.x() + cliff.dx() * along - cliff.dz() * tangent;
int z = cliff.z() + cliff.dz() * along + cliff.dx() * tangent;
if (!inside(x, z, 266) || nearModifiedGround(x, z, 32)) continue;
int ox = x + cliff.dx(), oz = z + cliff.dz();
Column rock = column(x, z), outletColumn = column(ox, oz);
if (rock.top() < 80 || rock.top() - outletColumn.top() < 14) continue;
// Five blocks below the highest natural surface is below the soil cap.
int floor = Math.max(64, Math.max(rock.top() - 20, outletColumn.top() + 8));
for (int y = rock.top() - 5; y >= floor; y -= 3) {
Position source = new Position(x, y, z), outlet = new Position(ox, y, oz);
if (!separatedSpring(source) || !springNiche(source, cliff.dx(), cliff.dz())) continue;
Flow flow = traceSpring(source, outlet);
if (flow == null || flow.bounds().minY() > y - 12) continue;
long id = mix(seed ^ (0x5F81A6L + springs.size() * 0x9E3779B97F4A7C15L));
springs.add(new Spring(id, source, outlet, flow.path(), flow.bounds()));
springFlow.addAll(flow.volume());
placed = true;
break;
}
if (placed) break;
}
if (placed) break;
}
}
}
private boolean nearModifiedGround(int x, int z, int distance) {
for (Cell cell : cells.values()) if (Math.hypot(x - cell.x(), z - cell.z()) < distance) return true;
return false;
}
private boolean separatedSpring(Position source) {
for (Spring spring : springs) {
if (Math.hypot(source.x() - spring.source().x(), source.z() - spring.source().z()) < 64
|| Math.abs(source.y() - spring.source().y()) < 12) return false;
}
return true;
}
private boolean springNiche(Position source, int dx, int dz) {
for (int y = source.y() - 3; y <= source.y() + 1; y++) {
if (!solid(source.x(), y, source.z())) return false;
}
for (int[] d : CARDINALS) {
if (d[0] == dx && d[1] == dz) continue;
if (!solid(source.x() + d[0], source.y(), source.z() + d[1])) return false;
}
for (int y = source.y(); y >= source.y() - 8; y--) {
if (solid(source.x() + dx, y, source.z() + dz)) return false;
}
return true;
}
/** Predict drainage through undecorated rock to select springs and inspection bounds.
* Descend through air first, then explore seven horizontal steps on a shelf. Later trees
* can divert the actual fluid: this prediction is not a bound on decorated-world physics.
* Integration tests trace actual water back to its source within the inspected chunk halo. */
private Flow traceSpring(Position source, Position outlet) {
Map<Position, Integer> reach = new HashMap<>();
Map<Position, Position> parent = new HashMap<>();
ArrayDeque<FlowNode> queue = new ArrayDeque<>();
reach.put(source, 7);
queue.add(new FlowNode(source, 7));
Position lowest = source;
while (!queue.isEmpty()) {
FlowNode node = queue.removeFirst();
Position at = node.position();
if (node.reach() < reach.getOrDefault(at, -1)) continue;
if (at.y() < lowest.y()) lowest = at;
if (reach.size() > 24000) return null;
if (at.y() <= 0) continue;
Position below = new Position(at.x(), at.y() - 1, at.z());
if (!flowSolid(below, source)) {
enqueueFlow(below, 7, at, queue, reach, parent);
continue;
}
if (node.reach() <= 0) continue;
for (int[] d : CARDINALS) {
Position next = new Position(at.x() + d[0], at.y(), at.z() + d[1]);
if (flowSolid(next, source)) continue;
enqueueFlow(next, node.reach() - 1, at, queue, reach, parent);
}
}
if (!reach.containsKey(outlet)) return null;
int minX = source.x(), maxX = minX, minY = source.y(), maxY = minY;
int minZ = source.z(), maxZ = minZ;
for (Position position : reach.keySet()) {
minX = Math.min(minX, position.x()); maxX = Math.max(maxX, position.x());
minY = Math.min(minY, position.y()); maxY = Math.max(maxY, position.y());
minZ = Math.min(minZ, position.z()); maxZ = Math.max(maxZ, position.z());
}
List<Position> path = new ArrayList<>();
for (Position at = lowest; at != null; at = parent.get(at)) path.add(at);
Collections.reverse(path);
return new Flow(Set.copyOf(reach.keySet()), path, new FlowBounds(minX, minY, minZ, maxX, maxY, maxZ));
}
private boolean flowSolid(Position at, Position source) {
if (at.equals(source)) return false;
Cell cell = cells.get(key(at.x(), at.z()));
if (cell != null && at.y() > cell.bedY() && at.y() <= cell.carveTop()) return false;
return solid(at.x(), at.y(), at.z());
}
private static void enqueueFlow(Position next, int available, Position from, ArrayDeque<FlowNode> queue,
Map<Position, Integer> reach, Map<Position, Position> parent) {
if (available <= reach.getOrDefault(next, -1)) return;
if (!reach.containsKey(next)) parent.put(next, from);
reach.put(next, available);
queue.addLast(new FlowNode(next, available));
}
private boolean nearWater(int x, int z, int distance) {
for (Feature feature : features) {
Point point = feature.path().getFirst();
if (Math.hypot(x - point.x(), z - point.z()) < distance) return true;
}
return false;
}
private boolean solid(int x, int y, int z) { samples++; return sampler.sample(x, y, z) > 0; }
private long featureId(int index) { return mix(seed ^ (0x51A7E7L + index * 0x9E3779B97F4A7C15L)); }
private double terrainNoise(int x, int z) { return field(x, z, 8, 31); }
private double field(int x, int z, int scale, long salt) {
int gx = Math.floorDiv(x, scale), gz = Math.floorDiv(z, scale);
double tx = smooth(Math.floorMod(x, scale) / (double) scale);
double tz = smooth(Math.floorMod(z, scale) / (double) scale);
double a = random(seed + salt, gx, gz) * (1 - tx) + random(seed + salt, gx + 1, gz) * tx;
double b = random(seed + salt, gx, gz + 1) * (1 - tx) + random(seed + salt, gx + 1, gz + 1) * tx;
return a * (1 - tz) + b * tz;
}
}
private static boolean inside(int x, int z, int radius) { return Math.hypot((double) x, z) < radius; }
private static long key(int x, int z) { return ((long) x << 32) | (z & 0xffffffffL); }
private static Point point(long key) { return new Point((int) (key >> 32), (int) key); }
private static double smooth(double t) { return t * t * (3 - 2 * t); }
private static double random(long seed, int x, int z) { return (mix(seed ^ key(x, z)) >>> 11) * 0x1.0p-53; }
private static long mix(long value) {
value = (value ^ (value >>> 30)) * 0xbf58476d1ce4e5b9L;
value = (value ^ (value >>> 27)) * 0x94d049bb133111ebL;
return value ^ (value >>> 31);
}
}
@@ -1,140 +0,0 @@
package fr.koka.sanctuary.worldgen;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.Collections;
import java.util.EnumSet;
import java.util.Map;
import java.util.WeakHashMap;
import net.minecraft.core.BlockPos;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.ChunkAccess;
import net.minecraft.world.level.levelgen.Heightmap;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.RandomState;
/** Alpha.5 only: immutable plans cached by world state, applied to fresh terrain before decoration. */
public final class NaturalHydrologyRuntime {
private static final Map<RandomState, NaturalHydrology.Plan> PLANS =
Collections.synchronizedMap(new WeakHashMap<>());
private static final Map<RandomState, StarterLavaDeposit.Plan> LAVA_PLANS =
Collections.synchronizedMap(new WeakHashMap<>());
private NaturalHydrologyRuntime() {}
public static boolean enabled(NoiseBasedChunkGenerator generator) {
return generator.generatorSettings().is(SanctuarySpawn.NATURAL_SETTINGS);
}
public static NaturalHydrology.Plan naturalPlan(ServerLevel level) {
return plan((NoiseBasedChunkGenerator) level.getChunkSource().getGenerator(),
level.getChunkSource().randomState());
}
public static NaturalHydrology.Plan plan(NoiseBasedChunkGenerator generator, RandomState randomState) {
if (!enabled(generator)) throw new IllegalArgumentException("Natural hydrology is not enabled for this generator");
return PLANS.computeIfAbsent(randomState, state -> {
long start = System.nanoTime();
var density = generator.generatorSettings().value().noiseRouter().finalDensity();
var plan = NaturalHydrology.create(state.seed(),
(x, y, z) -> state.sampleBlockValueUncached(density, x, y, z));
SanctuaryMod.LOGGER.info("Sanctuary natural hydrology: seed {}, {} features, {} columns, {} springs, {} ms",
state.seed(), plan.features().size(), plan.cells().size(), plan.springs().size(),
(System.nanoTime() - start) / 1_000_000);
return plan;
});
}
public static StarterLavaDeposit.Plan lavaPlan(ServerLevel level) {
return lavaPlan((NoiseBasedChunkGenerator) level.getChunkSource().getGenerator(),
level.getChunkSource().randomState());
}
public static StarterLavaDeposit.Plan lavaPlan(NoiseBasedChunkGenerator generator, RandomState randomState) {
// Acquire the water plan before the lava cache lock; the water planner never acquires it.
var water = plan(generator, randomState);
return LAVA_PLANS.computeIfAbsent(randomState, state -> {
long start = System.nanoTime();
var density = generator.generatorSettings().value().noiseRouter().finalDensity();
var lava = StarterLavaDeposit.create(state.seed(),
(x, y, z) -> state.sampleBlockValueUncached(density, x, y, z), water);
SanctuaryMod.LOGGER.info("Sanctuary starter lava: seed {}, {} sources, access {}, {} ms",
state.seed(), lava.lavaCells().size(), lava.access(), (System.nanoTime() - start) / 1_000_000);
return lava;
});
}
public static void apply(NoiseBasedChunkGenerator generator, RandomState randomState, ChunkAccess chunk) {
if (!enabled(generator)) return;
var chunkPos = chunk.getPos();
if (Math.abs((long) chunkPos.x() * 16) > IslandShape.TERRAIN_LIMIT + 16L
|| Math.abs((long) chunkPos.z() * 16) > IslandShape.TERRAIN_LIMIT + 16L) return;
var plan = plan(generator, randomState);
var cells = plan.cellsInChunk(chunkPos.x(), chunkPos.z());
var springs = plan.springsInChunk(chunkPos.x(), chunkPos.z());
var lava = lavaPlan(generator, randomState);
var lavaCells = lava.cellsInChunk(chunkPos.x(), chunkPos.z());
var lavaSupports = lava.supportsInChunk(chunkPos.x(), chunkPos.z());
if (cells.isEmpty() && springs.isEmpty() && lavaCells.isEmpty() && lavaSupports.isEmpty()) return;
BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos();
// Validate all replacements and two intact support layers before modifying this chunk.
for (var cell : cells) {
for (int y = cell.bedY() - cell.sedimentDepth() - 1; y <= cell.bedY(); y++) {
requireSolid(chunk, pos.set(cell.x(), y, cell.z()), randomState.seed());
}
}
for (var spring : springs) {
var source = spring.source();
requireSolid(chunk, pos.set(source.x(), source.y(), source.z()), randomState.seed());
}
for (var support : lavaSupports) {
requireSolid(chunk, pos.set(support.x(), support.y(), support.z()), randomState.seed());
if (chunk.getBlockState(pos).ignitedByLava()) {
throw new IllegalStateException("Lava pocket requires nonflammable natural support at " + pos);
}
}
for (var cell : lavaCells) {
requireSolid(chunk, pos.set(cell.x(), cell.y(), cell.z()), randomState.seed());
}
for (var cell : cells) {
for (int depth = 0; depth < cell.sedimentDepth(); depth++) {
pos.set(cell.x(), cell.bedY() - depth, cell.z());
BlockState material = switch (cell.material()) {
case SAND -> Blocks.SAND.defaultBlockState();
case GRAVEL -> Blocks.GRAVEL.defaultBlockState();
case CLAY -> Blocks.CLAY.defaultBlockState();
case STONE -> Blocks.STONE.defaultBlockState();
case GRASS -> (depth == 0 ? Blocks.GRASS_BLOCK : Blocks.DIRT).defaultBlockState();
};
chunk.setBlockState(pos, material, 0);
}
for (int y = cell.bedY() + 1; y <= Math.max(cell.waterY(), cell.carveTop()); y++) {
pos.set(cell.x(), y, cell.z());
chunk.setBlockState(pos, cell.hasWater() && y <= cell.waterY()
? Blocks.WATER.defaultBlockState() : Blocks.AIR.defaultBlockState(), 0);
if (cell.hasWater() && y <= cell.waterY()) chunk.markPosForPostProcessing(pos);
}
}
for (var spring : springs) {
var source = spring.source();
pos.set(source.x(), source.y(), source.z());
chunk.setBlockState(pos, Blocks.WATER.defaultBlockState(), 0);
// Only the source is generated. Vanilla fluid ticks create the descending waterfall.
chunk.markPosForPostProcessing(pos);
}
for (var cell : lavaCells) {
pos.set(cell.x(), cell.y(), cell.z());
chunk.setBlockState(pos, (cell.lava() ? Blocks.LAVA : Blocks.AIR).defaultBlockState(), 0);
if (cell.lava()) chunk.markPosForPostProcessing(pos);
}
Heightmap.primeHeightmaps(chunk, EnumSet.of(Heightmap.Types.WORLD_SURFACE_WG,
Heightmap.Types.OCEAN_FLOOR_WG));
}
private static void requireSolid(ChunkAccess chunk, BlockPos pos, long seed) {
if (!chunk.getBlockState(pos).isCollisionShapeFullBlock(chunk, pos)) {
throw new IllegalStateException("Natural hydrology differs from terrain at " + pos + " for seed " + seed);
}
}
}
@@ -1,41 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import net.minecraft.core.BlockPos;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.WorldGenLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.chunk.ChunkGenerator;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.feature.Feature;
/** A few plants on existing suitable shores, after the forest has been decorated. */
public final class NaturalShoreSugarCaneFeature implements Feature {
public static final MapCodec<NaturalShoreSugarCaneFeature> CODEC = MapCodec.unit(NaturalShoreSugarCaneFeature::new);
@Override
public MapCodec<NaturalShoreSugarCaneFeature> codec() {
return CODEC;
}
@Override
public boolean place(WorldGenLevel level, ChunkGenerator generator, RandomSource random, BlockPos origin) {
if (!(generator instanceof NoiseBasedChunkGenerator noise) || !NaturalHydrologyRuntime.enabled(noise)) return false;
var plan = NaturalHydrologyRuntime.plan(noise, level.getLevel().getChunkSource().randomState());
var cane = Blocks.SUGAR_CANE.defaultBlockState();
boolean placed = false;
for (var cell : plan.cellsInChunk(origin.getX() >> 4, origin.getZ() >> 4)) {
if (cell.hasWater() || random.nextInt(7) != 0) continue;
BlockPos base = new BlockPos(cell.x(), cell.bedY() + 1, cell.z());
if (!level.getBlockState(base).isAir() || !cane.canSurvive(level, base)) continue;
int height = 1 + random.nextInt(3);
for (int y = 0; y < height; y++) {
BlockPos pos = base.above(y);
if (!level.getBlockState(pos).isAir() || !cane.canSurvive(level, pos)) break;
setBlock(level, pos, cane);
placed = true;
}
}
return placed;
}
}
@@ -1,34 +0,0 @@
package fr.koka.sanctuary.worldgen;
/** Alpha.10 keeps the upper woodland climate and specializes sheltered lower layers. */
public final class PopulationBiomePalette {
public enum Kind {
OAK_FOREST, BIRCH_FOREST, CLEARING, DRY_WOODLAND, ROCKY_HEATH,
DARK_GROVE, BAMBOO_GROVE, SULFUR_DEPTHS, LUSH_CAVES, DRIPSTONE_CAVES
}
private PopulationBiomePalette() {}
public static Kind select(int blockY, float variation, float moisture) {
double elevation = blockY - Math.clamp(variation, -1.0F, 1.0F) * 16
- Math.clamp(moisture, -1.0F, 1.0F) * 10;
// Small climate pockets replace alpha.8's broad sulfur province. Neither
// mineral pockets nor cave vegetation can take over the upper forest.
if (blockY < 176 && elevation < 168 && variation > 0.22F && variation < 0.42F
&& moisture > -0.42F && moisture < -0.12F) return Kind.SULFUR_DEPTHS;
if (variation > 0.48F) return Kind.ROCKY_HEATH;
if (blockY < 184 && elevation < 180) {
if (moisture > 0.05F && variation > -0.32F) return Kind.LUSH_CAVES;
if (moisture < -0.18F && variation < 0.22F) return Kind.DRIPSTONE_CAVES;
}
if (elevation < 214) {
if (variation < -0.45F && moisture > 0.40F) return Kind.BAMBOO_GROVE;
double shelteredMoisture = moisture + Math.min(0.55, (214 - elevation) / 160);
if (shelteredMoisture > -0.08) return Kind.DARK_GROVE;
}
if (moisture < -0.55F && variation > -0.25F) return Kind.DRY_WOODLAND;
if (Math.abs(variation) < 0.09F && moisture < 0.35F) return Kind.CLEARING;
if (variation < -0.33F) return Kind.BIRCH_FOREST;
return Kind.OAK_FOREST;
}
}
@@ -1,297 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.ArrayList;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import net.minecraft.core.BlockPos;
import net.minecraft.core.Direction;
import net.minecraft.core.registries.Registries;
import net.minecraft.resources.ResourceKey;
import net.minecraft.tags.BlockTags;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.WorldGenLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.AmethystClusterBlock;
import net.minecraft.world.level.block.CaveVines;
import net.minecraft.world.level.block.GrowingPlantHeadBlock;
import net.minecraft.world.level.block.PotentSulfurBlock;
import net.minecraft.world.level.block.SpeleothemBlock;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.block.state.properties.PotentSulfurState;
import net.minecraft.world.level.block.state.properties.SpeleothemThickness;
import net.minecraft.world.level.chunk.ChunkGenerator;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.RandomState;
import net.minecraft.world.level.levelgen.feature.Feature;
import net.minecraft.world.level.levelgen.feature.GeodeFeature;
/** Decorations in existing lower cavities only. All writes belong to the owner's chunk. */
public final class PopulationDecorationsFeature implements Feature {
public static final MapCodec<PopulationDecorationsFeature> CODEC = MapCodec.unit(PopulationDecorationsFeature::new);
private static final ResourceKey<Feature> GEODE = ResourceKey.create(Registries.FEATURE, SanctuaryMod.id("population_amethyst_geode"));
private static final Direction[] SIDES = {Direction.NORTH, Direction.SOUTH, Direction.WEST, Direction.EAST};
public enum Kind { LUSH, DRIPSTONE, SULFUR, GEODE }
public record Candidate(Kind kind, BlockPos floor, BlockPos ceiling) {
public Candidate { floor = floor.immutable(); ceiling = ceiling.immutable(); }
}
@Override public MapCodec<PopulationDecorationsFeature> codec() { return CODEC; }
/** Pure, bounded probes for development diagnostics; no chunk loads or successful-placement promise. */
public static List<Candidate> candidates(NoiseBasedChunkGenerator generator, RandomState state, int chunkX, int chunkZ) {
if (!PopulationHydrologyRuntime.enabled(generator)
|| !PopulationHydrologyRuntime.capacity(generator).areaExists(chunkX, chunkZ)) return List.of();
var density = generator.generatorSettings().value().noiseRouter().finalDensity();
WoodlandGroveGeometry.Sampler sampler = (x, y, z) -> state.sampleBlockValueUncached(density, x, y, z);
var biomes = generator.getBiomeSource().createUncachedResolver(state);
List<Candidate> found = new ArrayList<>();
for (int[] offset : new int[][]{{4, 4}, {4, 12}, {12, 4}, {12, 12}, {8, 8}}) {
int x = chunkX * 16 + offset[0], z = chunkZ * 16 + offset[1], floors = 0;
for (int y = 182; y >= 40; y--) {
if (sampler.sample(x, y, z) <= 0 || sampler.sample(x, y + 1, z) > 0
|| sampler.sample(x, y + 2, z) > 0 || sampler.sample(x, y - 1, z) <= 0
|| sampler.sample(x, y - 2, z) <= 0) continue;
int roof = y + 3;
while (roof <= Math.min(230, y + 48) && sampler.sample(x, roof, z) <= 0) roof++;
if (roof > Math.min(230, y + 48) || roof - y < 6
|| sampler.sample(x, roof + 1, z) <= 0) continue;
BlockPos floor = new BlockPos(x, y, z), ceiling = new BlockPos(x, roof, z);
var biome = biomes.getNoiseBiome(x >> 2, (y + 1) >> 2, z >> 2);
if (biome.is(PopulationIslandBiomeSource.LUSH_CAVES)) found.add(new Candidate(Kind.LUSH, floor, ceiling));
else if (biome.is(PopulationIslandBiomeSource.DRIPSTONE_CAVES)) found.add(new Candidate(Kind.DRIPSTONE, floor, ceiling));
else if (biome.is(PopulationIslandBiomeSource.SULFUR_DEPTHS) && y < 176)
found.add(new Candidate(Kind.SULFUR, floor, ceiling));
if (offset[0] == 8 && offset[1] == 8 && Math.floorMod(chunkSeed(state.seed(), chunkX, chunkZ, 0x9501L), 8) == 0)
found.add(new Candidate(Kind.GEODE, floor, ceiling));
if (++floors >= 3) break;
}
}
// Geodes keep their entry free before this feature's moss, grass or pointed
// dripstone can occupy it. Stable sorting preserves every other candidate order.
found.sort(java.util.Comparator.comparingInt(candidate -> candidate.kind() == Kind.GEODE ? 0 : 1));
return List.copyOf(found);
}
@Override public boolean place(WorldGenLevel level, ChunkGenerator generator, RandomSource ignored, BlockPos origin) {
if (!(generator instanceof NoiseBasedChunkGenerator noise) || !PopulationHydrologyRuntime.enabled(noise)) return false;
var state = level.getLevel().getChunkSource().randomState();
var density = noise.generatorSettings().value().noiseRouter().finalDensity();
WoodlandGroveGeometry.Sampler sampler = (x, y, z) -> state.sampleBlockValueUncached(density, x, y, z);
int cx = origin.getX() >> 4, cz = origin.getZ() >> 4;
boolean changed = false, geyser = false, geode = false;
for (Candidate candidate : candidates(noise, state, cx, cz)) {
BlockPos floor = candidate.floor();
if (!stable(level, sampler, floor) || !level.getBlockState(floor.above()).isAir()) continue;
long seed = WoodlandGroveGeometry.seed(state.seed(), floor.getX(), floor.getY(), floor.getZ(), 0x9502L);
switch (candidate.kind()) {
case LUSH -> changed |= lush(level, noise, state, sampler, candidate, seed);
case DRIPSTONE -> changed |= dripstone(level, noise, state, sampler, candidate, seed);
case SULFUR -> {
if (!geyser && Math.floorMod(chunkSeed(state.seed(), cx, cz, 0x9503L), 2) == 0)
changed |= geyser = geyser(level, noise, state, sampler, candidate);
}
case GEODE -> { if (!geode) changed |= geode = geode(level, noise, state, sampler, candidate, seed); }
}
}
return changed;
}
private boolean lush(WorldGenLevel level, NoiseBasedChunkGenerator noise, RandomState state,
WoodlandGroveGeometry.Sampler sampler, Candidate site, long seed) {
BlockPos floor = site.floor(), roof = site.ceiling();
int gap = roof.getY() - floor.getY();
if (PopulationHydrologyRuntime.protects(noise, state, floor, 3, gap + 2, 3)) return false;
boolean changed = false;
for (int dx = -2; dx <= 2; dx++) for (int dz = -2; dz <= 2; dz++) {
if (dx * dx + dz * dz > 5) continue;
BlockPos p = floor.offset(dx, 0, dz);
if (!stable(level, sampler, p) || !stable(level, sampler, p.below()) || !stable(level, sampler, p.below(2))
|| !level.getBlockState(p.above()).isAir()) continue;
setBlock(level, p, Blocks.MOSS_BLOCK.defaultBlockState());
long local = WoodlandGroveGeometry.seed(seed, p.getX(), p.getY(), p.getZ(), 0x9504L);
BlockState plant = (Math.floorMod(local, 5) == 0 ? Blocks.AZALEA : Math.floorMod(local, 3) == 0
? Blocks.MOSS_CARPET : Blocks.SHORT_GRASS).defaultBlockState();
if (plant.canSurvive(level, p.above())) setBlock(level, p.above(), plant);
changed = true;
}
// Real cave-vine heads and bodies remain harvestable and luminous via BERRIES.
int length = Math.min(gap - 3, 3 + Math.floorMod(seed, 6));
if (stable(level, sampler, roof) && stable(level, sampler, roof.above())) {
boolean free = true;
for (int d = 1; d <= length; d++) free &= level.getBlockState(roof.below(d)).isAir();
if (free) for (int d = 1; d <= length; d++) {
BlockPos p = roof.below(d);
BlockState vine = (d == length ? Blocks.CAVE_VINES : Blocks.CAVE_VINES_PLANT).defaultBlockState()
.setValue(CaveVines.BERRIES, d == length || Math.floorMod(seed + d, 3) == 0);
if (d == length) vine = vine.setValue(GrowingPlantHeadBlock.AGE, 25);
if (!vine.canSurvive(level, p)) break;
setBlock(level, p, vine); changed = true;
}
}
return changed;
}
private boolean dripstone(WorldGenLevel level, NoiseBasedChunkGenerator noise, RandomState state,
WoodlandGroveGeometry.Sampler sampler, Candidate site, long seed) {
BlockPos floor = site.floor(), roof = site.ceiling();
int gap = roof.getY() - floor.getY();
if (PopulationHydrologyRuntime.protects(noise, state, floor, 1, gap + 2, 3)) return false;
int length = Math.min((gap - 3) / 2, 1 + Math.floorMod(seed, 4));
boolean changed = spike(level, sampler, floor, Direction.UP, length);
changed |= spike(level, sampler, roof, Direction.DOWN, length);
return changed;
}
private boolean spike(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler, BlockPos support, Direction direction, int length) {
if (length < 1 || !stable(level, sampler, support) || !stable(level, sampler, support.relative(direction.getOpposite()))) return false;
for (int d = 1; d <= length; d++) {
BlockPos p = support.relative(direction, d);
if (!level.getBlockState(p).isAir() || sampler.sample(p.getX(), p.getY(), p.getZ()) > 0) return false;
}
setBlock(level, support, Blocks.DRIPSTONE_BLOCK.defaultBlockState());
for (int d = 1; d <= length; d++) {
SpeleothemThickness thickness = d == length ? SpeleothemThickness.TIP
: d == length - 1 ? SpeleothemThickness.FRUSTUM : d == 1 ? SpeleothemThickness.BASE : SpeleothemThickness.MIDDLE;
BlockState pointed = Blocks.POINTED_DRIPSTONE.defaultBlockState().setValue(SpeleothemBlock.TIP_DIRECTION, direction)
.setValue(SpeleothemBlock.THICKNESS, thickness);
setBlock(level, support.relative(direction, d), pointed);
}
return true;
}
private boolean geyser(WorldGenLevel level, NoiseBasedChunkGenerator noise, RandomState state,
WoodlandGroveGeometry.Sampler sampler, Candidate site) {
BlockPos water = site.floor(), potent = water.below(), heat = water.below(2);
if (site.ceiling().getY() - water.getY() < 8
|| PopulationHydrologyRuntime.protects(noise, state, water, 2, 8, 5)) return false;
for (int d = 0; d <= 4; d++) if (!stable(level, sampler, water.below(d))) return false;
for (Direction side : SIDES) for (int d = 0; d <= 2; d++)
if (!stable(level, sampler, water.below(d).relative(side))) return false;
for (int d = 1; d <= 7; d++) if (!level.getBlockState(water.above(d)).isAir()) return false;
// One source, four original rock walls, original deep support. Vanilla's
// periodic geyser ticker requires magma below potent sulfur and source water above.
setBlock(level, heat, Blocks.MAGMA_BLOCK.defaultBlockState());
setBlock(level, water, Blocks.WATER.defaultBlockState());
setBlock(level, potent, Blocks.POTENT_SULFUR.defaultBlockState().setValue(PotentSulfurBlock.STATE, PotentSulfurState.DORMANT));
level.getChunk(water).markPosForPostProcessing(water);
level.getChunk(potent).markPosForPostProcessing(potent);
return true;
}
private boolean geode(WorldGenLevel level, NoiseBasedChunkGenerator noise, RandomState state,
WoodlandGroveGeometry.Sampler sampler, Candidate site, long seed) {
BlockPos origin = site.floor().offset(-1, -9, -1);
// Include the vanilla write range, its crystal neighbours and the entrance.
// This asymmetric envelope is centred explicitly so its positive edge is protected too.
if (origin.getY() - 6 < 24 || !level.getBlockState(site.floor().above(2)).isAir()
|| PopulationHydrologyRuntime.protects(noise, state, origin.offset(1, -6, 1), 7, 17, 0)) return false;
Map<BlockPos, BlockState> before = new LinkedHashMap<>();
for (int dx = -6; dx <= 8; dx++) for (int dz = -6; dz <= 8; dz++) for (int dy = -6; dy <= 11; dy++) {
BlockPos p = origin.offset(dx, dy, dz);
BlockState original = level.getBlockState(p);
// No block-entity data or fluid scheduler state needs to be restored.
if (original.hasBlockEntity() || !original.getFluidState().isEmpty()) return false;
before.put(p, original);
}
Feature feature = level.registryAccess().lookupOrThrow(Registries.FEATURE).getOrThrow(GEODE).value();
if (!(feature instanceof GeodeFeature geode) || geode.minGenOffset() != -5 || geode.maxGenOffset() != 7) return false;
boolean accepted = false;
try {
if (!geode.place(level, noise, RandomSource.create(seed), origin) || !naturalGeodeChanges(level, sampler, before)) return false;
var entrance = geodeEntrance(level, sampler, site.floor().above(), origin, before);
if (entrance.isEmpty()) return false;
for (BlockPos p : entrance) if (!level.getBlockState(p).isAir()) setBlock(level, p, Blocks.AIR.defaultBlockState());
if (!naturalGeodeChanges(level, sampler, before)) return false;
accepted = true;
return true;
} finally {
if (!accepted) before.forEach((p, original) -> {
if (!level.getBlockState(p).equals(original)) setBlock(level, p, original);
});
}
}
/** Test the actual vanilla mask, not unused bounding-box corners. A geode may
* excavate original rock but cannot fill original air or remove earlier decoration. */
private static boolean naturalGeodeChanges(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler,
Map<BlockPos, BlockState> before) {
for (var entry : before.entrySet()) {
BlockPos p = entry.getKey();
BlockState original = entry.getValue(), current = level.getBlockState(p);
if (original.equals(current)) continue;
if (!carvableOriginal(level, sampler, p, original)) return false;
}
return true;
}
private static boolean carvableOriginal(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler,
BlockPos p, BlockState original) {
return original != null && original.isCollisionShapeFullBlock(level, p)
&& !original.hasBlockEntity() && original.getFluidState().isEmpty()
&& !original.is(BlockTags.LOGS) && !original.is(BlockTags.LEAVES)
&& !original.is(Blocks.BUDDING_AMETHYST) && !original.is(Blocks.MAGMA_BLOCK)
&& sampler.sample(p.getX(), p.getY(), p.getZ()) > 0;
}
private static List<BlockPos> geodeEntrance(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler,
BlockPos start, BlockPos origin, Map<BlockPos, BlockState> before) {
var previous = new java.util.HashMap<BlockPos, BlockPos>();
var distances = new java.util.HashMap<BlockPos, Integer>();
var queue = new java.util.ArrayDeque<BlockPos>();
queue.add(start); distances.put(start, 0);
BlockPos destination = null;
while (!queue.isEmpty()) {
BlockPos p = queue.removeFirst();
int distance = distances.get(p);
boolean adjacentBudding = false;
for (Direction direction : Direction.values())
adjacentBudding |= level.getBlockState(p.relative(direction)).is(Blocks.BUDDING_AMETHYST)
|| level.getBlockState(p.above().relative(direction)).is(Blocks.BUDDING_AMETHYST);
if (p.getY() <= start.getY() - 3 && level.getBlockState(p).isAir()
&& level.getBlockState(p.above()).isAir() && adjacentBudding) { destination = p; break; }
if (distance >= 16) continue;
for (Direction direction : Direction.values()) {
BlockPos next = p.relative(direction);
if (Math.abs(next.getX() - start.getX()) > 6 || Math.abs(next.getZ() - start.getZ()) > 6
|| next.getY() < origin.getY() - 5 || next.getY() > start.getY()
|| distances.containsKey(next) || !before.containsKey(next) || !before.containsKey(next.above())) continue;
if (!entranceBlock(level, sampler, next, before) || !entranceBlock(level, sampler, next.above(), before)) continue;
distances.put(next, distance + 1); previous.put(next, p); queue.addLast(next);
}
}
if (destination == null) return List.of();
var passage = new java.util.LinkedHashSet<BlockPos>();
for (BlockPos p = destination; p != null; p = previous.get(p)) { passage.add(p); passage.add(p.above()); }
return List.copyOf(passage);
}
private static boolean entranceBlock(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler,
BlockPos p, Map<BlockPos, BlockState> before) {
BlockState current = level.getBlockState(p);
if (current.isAir()) return true;
// Keep every budding block and attached crystal. Search around them instead.
if (current.is(Blocks.BUDDING_AMETHYST) || current.is(Blocks.AMETHYST_CLUSTER)
|| current.is(Blocks.SMALL_AMETHYST_BUD) || current.is(Blocks.MEDIUM_AMETHYST_BUD)
|| current.is(Blocks.LARGE_AMETHYST_BUD)) return false;
for (Direction direction : Direction.values()) {
BlockState neighbour = level.getBlockState(p.relative(direction));
if (neighbour.getBlock() instanceof AmethystClusterBlock
&& neighbour.getValue(AmethystClusterBlock.FACING) == direction) return false;
}
return carvableOriginal(level, sampler, p, before.get(p));
}
private static boolean stable(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler, BlockPos p) {
BlockState state = level.getBlockState(p);
return sampler.sample(p.getX(), p.getY(), p.getZ()) > 0 && state.isCollisionShapeFullBlock(level, p)
&& state.getFluidState().isEmpty() && !state.hasBlockEntity() && !state.is(BlockTags.LOGS)
&& !state.is(BlockTags.LEAVES) && !state.is(Blocks.BUDDING_AMETHYST) && !state.is(Blocks.MAGMA_BLOCK);
}
private static long chunkSeed(long seed, int x, int z, long salt) {
return WoodlandGroveGeometry.seed(seed, x * 16, 0, z * 16, salt);
}
}
@@ -1,297 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.Comparator;
import java.util.Map;
import java.util.Optional;
import java.util.WeakHashMap;
import net.minecraft.core.BlockPos;
import net.minecraft.core.registries.Registries;
import net.minecraft.data.worldgen.features.TreeFeatures;
import net.minecraft.data.worldgen.features.VegetationFeatures;
import net.minecraft.resources.ResourceKey;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.tags.BlockTags;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.WorldGenLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.VegetationBlock;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.ChunkGenerator;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.Heightmap;
import net.minecraft.world.level.levelgen.RandomState;
import net.minecraft.world.level.levelgen.feature.Feature;
import net.minecraft.world.level.levelgen.feature.AbstractHugeMushroomFeature;
/** Alpha.10: sheltered vanilla mushroom trees and dark oak on natural lower floors,
* plus one globally selected remarkable tree.
* Placement runs only in new generation. No world journal or mutable placement counter is retained. */
public final class PopulationGrovesFeature implements Feature {
public static final MapCodec<PopulationGrovesFeature> CODEC = MapCodec.unit(PopulationGrovesFeature::new);
private static final Map<RandomState, Optional<RemarkableTree>> REMARKABLE =
Collections.synchronizedMap(new WeakHashMap<>());
public record RemarkableTree(BlockPos base, String featureId, int radius, int height) {
public RemarkableTree { base = base.immutable(); }
}
private record Species(ResourceKey<Feature> key, int width, int radius, int height) {}
private record Candidate(int x, int z, long rank) {}
@FunctionalInterface
private interface Protection {
boolean intersects(BlockPos base, int radius, int height, int rootDepth);
}
private static final Species CHERRY = new Species(TreeFeatures.CHERRY, 1, 9, 15);
private static final Species[] SPECIES = {CHERRY, CHERRY, CHERRY, CHERRY,
new Species(TreeFeatures.SPRUCE, 1, 5, 15), new Species(TreeFeatures.JUNGLE_TREE_NO_VINE, 1, 5, 14),
new Species(TreeFeatures.ACACIA, 1, 7, 14), new Species(TreeFeatures.MANGROVE, 1, 10, 20),
new Species(TreeFeatures.PALE_OAK_BONEMEAL, 2, 6, 12)};
@Override public MapCodec<PopulationGrovesFeature> codec() { return CODEC; }
public static Optional<RemarkableTree> remarkablePlan(ServerLevel level) {
if (!(level.getChunkSource().getGenerator() instanceof NoiseBasedChunkGenerator noise)) return Optional.empty();
return remarkablePlan(noise, level.getChunkSource().randomState());
}
public static Optional<RemarkableTree> remarkablePlan(NoiseBasedChunkGenerator noise, RandomState state) {
if (!PopulationHydrologyRuntime.enabled(noise)) return Optional.empty();
return REMARKABLE.computeIfAbsent(state, ignored -> {
var density = noise.generatorSettings().value().noiseRouter().finalDensity();
WoodlandGroveGeometry.Sampler sampler = (x, y, z) -> state.sampleBlockValueUncached(density, x, y, z);
Protection protection = (base, radius, height, rootDepth) ->
PopulationHydrologyRuntime.protects(noise, state, base, radius, height, rootDepth);
Species species = SPECIES[Math.floorMod(WoodlandGroveGeometry.seed(state.seed(), 0, 0, 0, 0x70EEL), SPECIES.length)];
var candidates = new ArrayList<Candidate>();
// One global candidate stays in the starter centre; ordinary groves use the full capacity.
for (int x = -152; x <= 152; x += 16) for (int z = -152; z <= 152; z += 16) {
if (Math.hypot(x, z) <= 168) candidates.add(new Candidate(x, z,
WoodlandGroveGeometry.seed(state.seed(), x, 0, z, 0x71AFL)));
}
candidates.sort(Comparator.comparingLong(Candidate::rank).thenComparingInt(Candidate::x).thenComparingInt(Candidate::z));
for (Candidate candidate : candidates) {
int bed = WoodlandGroveGeometry.highestSurface(sampler, candidate.x(), candidate.z());
if (!WoodlandGroveGeometry.naturalFootprint(sampler, candidate.x(), bed, candidate.z(), species.width())) continue;
BlockPos base = new BlockPos(candidate.x(), bed + 1, candidate.z());
if (blocked(protection, base, species.radius() + 1, species.height(), rootDepth(species))) continue;
if (!WoodlandGroveGeometry.treeRoom(sampler, base.getX(), base.getY(), base.getZ(),
species.width(), species.radius(), species.height())) continue;
return Optional.of(new RemarkableTree(base, species.key().identifier().toString(), species.radius(), species.height()));
}
return Optional.empty();
});
}
@Override
public boolean place(WorldGenLevel level, ChunkGenerator generator, RandomSource ignored, BlockPos origin) {
if (!(generator instanceof NoiseBasedChunkGenerator noise) || !PopulationHydrologyRuntime.enabled(noise)) return false;
int minX = (origin.getX() >> 4) * 16, minZ = (origin.getZ() >> 4) * 16;
if (!PopulationHydrologyRuntime.capacity(noise).areaExists(minX >> 4, minZ >> 4)) return false;
var state = level.getLevel().getChunkSource().randomState();
var density = noise.generatorSettings().value().noiseRouter().finalDensity();
WoodlandGroveGeometry.Sampler sampler = (x, y, z) -> state.sampleBlockValueUncached(density, x, y, z);
Protection protection = (base, radius, height, rootDepth) ->
PopulationHydrologyRuntime.protects(noise, state, base, radius, height, rootDepth);
boolean changed = false;
int[] heights = new int[256];
Arrays.fill(heights, Integer.MIN_VALUE);
var remarkable = remarkablePlan(noise, state);
if (remarkable.isPresent()) {
var tree = remarkable.get();
BlockPos base = tree.base();
if ((base.getX() >> 4) == (minX >> 4) && (base.getZ() >> 4) == (minZ >> 4)) {
for (Species species : SPECIES) if (species.key().identifier().toString().equals(tree.featureId())) {
changed |= tree(level, generator, sampler, state.seed(), base, species, protection, 0x723BL);
break;
}
}
}
// The scarce tall rooms usually go to dark oak first; one quarter of chunks
// give mushroom trees first choice. This changes priority, never attempt budgets
// or natural fit requirements, and uses a separate deterministic chunk seed.
boolean mushroomsFirst = Math.floorMod(WoodlandGroveGeometry.seed(state.seed(), minX, 0, minZ, 0x8503L), 4) == 0;
if (mushroomsFirst) changed |= mushroomTrees(level, generator, sampler, state.seed(), protection, minX, minZ, heights);
// Four spaced origins per chunk; the 2x2 trunk and full canopy still have to fit the cave.
for (int x = minX + 4; x < minX + 16; x += 8) for (int z = minZ + 4; z < minZ + 16; z += 8) {
int highest = localTop(level, sampler, protection, minX, minZ, x, z, heights), placed = 0;
for (int bed = highest - 8; bed >= 40; bed--) {
BlockPos base = new BlockPos(x, bed + 1, z);
if (!ground(level, base.below()) || !level.getBlockState(base).isAir()) continue;
var biome = level.getBiome(base);
boolean dark = biome.is(PopulationIslandBiomeSource.DARK_GROVE);
boolean bamboo = biome.is(PopulationIslandBiomeSource.BAMBOO_GROVE);
if (!dark && !bamboo) continue;
long placementSeed = WoodlandGroveGeometry.seed(state.seed(), x, bed, z, 0x730DL);
if (dark) {
if (tree(level, generator, sampler, state.seed(), base,
new Species(TreeFeatures.DARK_OAK, 2, 6, 12), protection, 0x730DL)) { changed = true; placed++; }
} else if (Math.floorMod(placementSeed, 8) == 0) {
if (tree(level, generator, sampler, state.seed(), base,
new Species(TreeFeatures.JUNGLE_TREE_NO_VINE, 1, 5, 14), protection, 0x735BL)) { changed = true; placed++; }
} else if (Math.floorMod(placementSeed, 3) == 0
&& WoodlandGroveGeometry.naturalFootprint(sampler, x, bed, z, 1)
&& WoodlandGroveGeometry.treeRoom(sampler, x, bed + 1, z, 1, 3, 16)
&& !blocked(protection, base, 4, 17) && actualRoom(level, base, 1, 3, 16)) {
setBlock(level, base.below(), Blocks.PODZOL.defaultBlockState());
changed |= level.registryAccess().lookupOrThrow(Registries.FEATURE).getOrThrow(VegetationFeatures.BAMBOO_NO_PODZOL)
.value().place(level, generator, RandomSource.create(placementSeed), base);
placed++;
}
if (placed >= 2) break;
}
}
if (!mushroomsFirst) changed |= mushroomTrees(level, generator, sampler, state.seed(), protection, minX, minZ, heights);
// Coherent ground patches: about 40% moss, 40% podzol, 20% mycelium.
// Small mushrooms are accents (one opportunity per hundred columns), not the canopy.
for (int x = minX; x < minX + 16; x++) for (int z = minZ; z < minZ + 16; z++) {
int highest = localTop(level, sampler, protection, minX, minZ, x, z, heights), floors = 0;
long detail = WoodlandGroveGeometry.seed(state.seed(), x, 0, z, 0x843EL);
boolean smallMushroomPlaced = false;
for (int bed = highest - 8; bed >= 32; bed--) {
BlockPos floor = new BlockPos(x, bed, z), plant = floor.above();
if (!ground(level, floor) || !level.getBlockState(plant).isAir()) continue;
var biome = level.getBiome(plant);
if (!biome.is(PopulationIslandBiomeSource.DARK_GROVE) && !biome.is(PopulationIslandBiomeSource.BAMBOO_GROVE)) continue;
if (!WoodlandGroveGeometry.naturalFootprint(sampler, x, bed, z, 1) || blocked(protection, plant, 1, 2)) continue;
long patch = WoodlandGroveGeometry.seed(state.seed(), Math.floorDiv(x, 7), 0, Math.floorDiv(z, 7), 0x742DL);
int soilKind = Math.floorMod(patch, 5);
BlockState soil = (soilKind < 2 ? Blocks.MOSS_BLOCK : soilKind < 4 ? Blocks.PODZOL : Blocks.MYCELIUM).defaultBlockState();
setBlock(level, floor, soil);
if (!smallMushroomPlaced && Math.floorMod(detail, 100) == 0) {
BlockState mushroom = (Math.floorMod(detail >>> 8, 2) == 0 ? Blocks.BROWN_MUSHROOM : Blocks.RED_MUSHROOM).defaultBlockState();
if (mushroom.canSurvive(level, plant)) {
setBlock(level, plant, mushroom);
smallMushroomPlaced = true;
}
}
changed = true;
if (++floors >= 3) break;
}
}
return changed;
}
private boolean mushroomTrees(WorldGenLevel level, ChunkGenerator generator, WoodlandGroveGeometry.Sampler sampler,
long seed, Protection protection, int minX, int minZ, int[] heights) {
boolean changed = false;
RandomSource mushroomSites = RandomSource.create(WoodlandGroveGeometry.seed(seed, minX, 0, minZ, 0x8501L));
int mushroomAttempts = 1 + mushroomSites.nextInt(3);
for (int attempt = 0; attempt < mushroomAttempts; attempt++) {
int x = minX + 3 + mushroomSites.nextInt(10), z = minZ + 3 + mushroomSites.nextInt(10);
int highest = localTop(level, sampler, protection, minX, minZ, x, z, heights);
for (int bed = highest - 8; bed >= 32; bed--) {
BlockPos base = new BlockPos(x, bed + 1, z);
if (!ground(level, base.below()) || !level.getBlockState(base).isAir()
|| !level.getBiome(base).is(PopulationIslandBiomeSource.DARK_GROVE)) continue;
long mushroomSeed = WoodlandGroveGeometry.seed(seed, x, bed, z, 0x8502L + attempt);
var key = Math.floorMod(mushroomSeed, 2) == 0 ? TreeFeatures.HUGE_BROWN_MUSHROOM : TreeFeatures.HUGE_RED_MUSHROOM;
Feature feature = level.registryAccess().lookupOrThrow(Registries.FEATURE).getOrThrow(key).value();
if (!(feature instanceof AbstractHugeMushroomFeature mushroom)) break;
int height = mushroom.getTreeHeight(RandomSource.create(mushroomSeed));
int radius = mushroom.foliageRadius();
if (!mushroomRoom(level, sampler, protection, base, radius, height)) continue;
BlockState originalFloor = level.getBlockState(base.below());
setBlock(level, base.below(), (Math.floorMod(mushroomSeed, 5) == 0 ? Blocks.MYCELIUM : Blocks.PODZOL).defaultBlockState());
// Vanilla consumes its height draw first. Replaying the same random seed
// gives precisely the height whose natural envelope was checked above.
boolean placed = mushroom.place(level, generator, RandomSource.create(mushroomSeed), base);
if (!placed) setBlock(level, base.below(), originalFloor);
changed |= placed;
break;
}
}
return changed;
}
private boolean tree(WorldGenLevel level, ChunkGenerator generator, WoodlandGroveGeometry.Sampler sampler, long seed,
BlockPos base, Species species, Protection protection, long salt) {
if (blocked(protection, base, species.radius() + 1, species.height(), rootDepth(species))
|| !WoodlandGroveGeometry.naturalFootprint(sampler, base.getX(), base.getY() - 1, base.getZ(), species.width())
|| !actualRoom(level, base, species.width(), species.radius(), species.height())
|| !WoodlandGroveGeometry.treeRoom(sampler, base.getX(), base.getY(), base.getZ(), species.width(), species.radius(), species.height())) return false;
for (int dx = 0; dx < species.width(); dx++) for (int dz = 0; dz < species.width(); dz++) {
BlockPos floor = base.offset(dx, -1, dz);
if (!ground(level, floor)) return false;
}
for (int dx = 0; dx < species.width(); dx++) for (int dz = 0; dz < species.width(); dz++) {
setBlock(level, base.offset(dx, -1, dz), Blocks.PODZOL.defaultBlockState());
}
return level.registryAccess().lookupOrThrow(Registries.FEATURE).getOrThrow(species.key()).value()
.place(level, generator, RandomSource.create(WoodlandGroveGeometry.seed(seed, base.getX(), base.getY(), base.getZ(), salt)), base);
}
private static boolean actualRoom(WorldGenLevel level, BlockPos base, int width, int radius, int height) {
for (int y = 0; y <= height; y++) {
int from = y < 3 ? 0 : -radius, to = y < 3 ? width - 1 : radius;
for (int dx = from; dx <= to; dx++) for (int dz = from; dz <= to; dz++) {
BlockState current = level.getBlockState(base.offset(dx, y, dz));
if (!current.getFluidState().isEmpty() || !(current.isAir() || current.is(BlockTags.LEAVES)
|| current.getBlock() instanceof VegetationBlock)) return false;
}
}
return true;
}
private static boolean ground(WorldGenLevel level, BlockPos floor) {
BlockState state = level.getBlockState(floor);
if (state.is(Blocks.DEEPSLATE)) {
// Deep humid ledges can support organic soil. Check every tree foot rather
// than admitting this rock globally, including for the remarkable tree.
var biome = level.getBiome(floor.above());
return biome.is(PopulationIslandBiomeSource.DARK_GROVE) || biome.is(PopulationIslandBiomeSource.BAMBOO_GROVE);
}
return state.is(Blocks.STONE) || state.is(Blocks.DIRT) || state.is(Blocks.GRASS_BLOCK) || state.is(Blocks.PODZOL)
|| state.is(Blocks.MYCELIUM) || state.is(Blocks.ROOTED_DIRT) || state.is(Blocks.COARSE_DIRT)
|| state.is(Blocks.GRANITE) || state.is(Blocks.DIORITE) || state.is(Blocks.ANDESITE) || state.is(Blocks.TUFF)
|| state.is(Blocks.COBBLESTONE) || state.is(Blocks.MOSSY_COBBLESTONE) || state.is(Blocks.PACKED_MUD);
}
private static int localTop(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler, Protection protection,
int minX, int minZ, int x, int z, int[] heights) {
int index = (x - minX) * 16 + z - minZ;
if (heights[index] != Integer.MIN_VALUE) return heights[index];
// In an untouched column the heightmap bounds the original surface cheaply.
// A protected water/lava column may have been carved: recover its raw top
// without depending on the current hydrology plan's representation.
int ceiling = level.getHeight(Heightmap.Types.WORLD_SURFACE_WG, x, z) - 1;
if (protection.intersects(new BlockPos(x, level.getMinY(), z), 0, level.getHeight() - 1, 0))
ceiling = level.getMaxY();
return heights[index] = WoodlandGroveGeometry.highestSurfaceBelow(sampler, x, z, ceiling);
}
private static boolean mushroomRoom(WorldGenLevel level, WoodlandGroveGeometry.Sampler sampler, Protection protection,
BlockPos base, int radius, int height) {
if (blocked(protection, base, radius + 1, height + 1, 4)
|| !WoodlandGroveGeometry.naturalFootprint(sampler, base.getX(), base.getY() - 1, base.getZ(), 1)) return false;
for (int depth = 1; depth <= 3; depth++) {
BlockPos floor = base.below(depth);
if (!level.getBlockState(floor).isCollisionShapeFullBlock(level, floor)) return false;
}
// A complete conservative column around the cap handles both brown umbrellas
// and the lower rounded red cap. Neither natural rock nor existing logs move.
for (int y = 0; y <= height + 1; y++) for (int dx = -radius; dx <= radius; dx++) for (int dz = -radius; dz <= radius; dz++) {
BlockPos p = base.offset(dx, y, dz);
BlockState current = level.getBlockState(p);
if (sampler.sample(p.getX(), p.getY(), p.getZ()) > 0 || !current.getFluidState().isEmpty()
|| !(current.isAir() || current.is(BlockTags.LEAVES))) return false;
}
// Being below another surface is not enough: the same column needs an actual
// original rock ceiling above the whole mushroom, not an open hillside.
for (int y = base.getY() + height + 2; y <= level.getMaxY(); y++)
if (sampler.sample(base.getX(), y, base.getZ()) > 0) return true;
return false;
}
private static int rootDepth(Species species) { return species.key().equals(TreeFeatures.MANGROVE) ? 16 : 4; }
private static boolean blocked(Protection protection, BlockPos base, int radius, int height) {
return blocked(protection, base, radius, height, 4);
}
private static boolean blocked(Protection protection, BlockPos base, int radius, int height, int rootDepth) {
return protection.intersects(base, radius, height, rootDepth);
}
}
File diff suppressed because it is too large Load Diff
@@ -1,239 +0,0 @@
package fr.koka.sanctuary.worldgen;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.*;
import net.minecraft.core.BlockPos;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.chunk.ChunkAccess;
import net.minecraft.world.level.levelgen.Heightmap;
import net.minecraft.world.level.levelgen.NoiseBasedChunkGenerator;
import net.minecraft.world.level.levelgen.RandomState;
import net.minecraft.world.level.levelgen.densityfunction.SamplerContext;
/** Alpha.10 plans only regions touched by generation or a requested protection volume. */
public final class PopulationHydrologyRuntime {
public record RegionPlan(IslandCapacity.Region region, PopulationHydrology.Plan water, PopulationLavaDeposit.Plan lava) {}
private static final Map<RandomState, PopulationPlanCache<IslandCapacity.Region, RegionPlan>> WORLDS =
Collections.synchronizedMap(new WeakHashMap<>());
private PopulationHydrologyRuntime() {}
public static boolean enabled(NoiseBasedChunkGenerator generator) { return IslandCapacity.forGenerator(generator) != null; }
public static IslandCapacity capacity(NoiseBasedChunkGenerator generator) {
return Objects.requireNonNull(IslandCapacity.forGenerator(generator), "Population generation is not enabled");
}
private static PopulationPlanCache<IslandCapacity.Region, RegionPlan> regions(RandomState state) {
synchronized (WORLDS) { return WORLDS.computeIfAbsent(state, ignored -> new PopulationPlanCache<>()); }
}
public static int cachedRegionCount(RandomState state) {
PopulationPlanCache<IslandCapacity.Region, RegionPlan> regions;
synchronized (WORLDS) { regions = WORLDS.get(state); }
if (regions == null) return 0;
return regions.size();
}
public static RegionPlan regionPlan(NoiseBasedChunkGenerator generator, RandomState state, IslandCapacity.Region region) {
var capacity = capacity(generator);
var regions = regions(state);
// Only cache misses wait for the bounded planner. Completed regions stay readable
// while another region is being computed; no neighbouring plan is built recursively.
return regions.getOrCreate(region, () -> {
long start = System.nanoTime();
var density = generator.generatorSettings().value().noiseRouter().finalDensity();
var sampler = state.getSampler(density);
var memo = new SignMemo((x, y, z) -> {
long wx = (long) x + region.originX(), wz = (long) z + region.originZ();
if (Math.hypot((double) wx, wz) >= capacity.terrainLimit()) return -1;
return sampler.sampleValue(SamplerContext.EMPTY_UNCACHED, (int) wx, y, (int) wz);
});
long seed = PopulationIslandDensity.regionSeed(state.seed(), region);
var water = PopulationHydrology.create(seed, memo).admitted();
var lava = PopulationLavaDeposit.create(seed, memo, water).admitted();
var result = new RegionPlan(region, water.translated(region.originX(), region.originZ()),
lava.translated(region.originX(), region.originZ()));
SanctuaryMod.LOGGER.info("Population {} seed {} region {},{}: {} features, {} water columns, {} lava sources, {} density probes, {} ms",
capacity.players(), state.seed(), region.x(), region.z(), water.features().size(), water.cells().size(),
lava.lavaCells().size(), memo.samples, (System.nanoTime() - start) / 1_000_000);
return result;
});
}
public static RegionPlan regionPlan(ServerLevel level, IslandCapacity.Region region) {
return regionPlan((NoiseBasedChunkGenerator) level.getChunkSource().getGenerator(), level.getChunkSource().randomState(), region);
}
public static List<RegionPlan> plansIntersecting(NoiseBasedChunkGenerator generator, RandomState state,
int minX, int minZ, int maxX, int maxZ) {
var capacity = capacity(generator);
var first = capacity.regionAt(minX, minZ); var last = capacity.regionAt(maxX, maxZ);
List<RegionPlan> plans = new ArrayList<>();
for (int x = first.x(); x <= last.x(); x++) for (int z = first.z(); z <= last.z(); z++) {
var region = new IslandCapacity.Region(x, z);
double nearestX = Math.max(0, Math.max(region.minX(), -region.maxX()));
double nearestZ = Math.max(0, Math.max(region.minZ(), -region.maxZ()));
if (Math.hypot(nearestX, nearestZ) < capacity.terrainLimit()) plans.add(regionPlan(generator, state, region));
}
return List.copyOf(plans);
}
public static List<PopulationHydrology.Cell> cellsInChunk(NoiseBasedChunkGenerator generator, RandomState state, int cx, int cz) {
if (!capacity(generator).areaExists(cx, cz)) return List.of();
return regionPlan(generator, state, capacity(generator).regionAt(cx * 16, cz * 16)).water().cellsInChunk(cx, cz);
}
public static List<PopulationHydrology.Cell> cellsAt(NoiseBasedChunkGenerator generator, RandomState state, int x, int z) {
if (Math.hypot((double) x, z) >= capacity(generator).terrainLimit()) return List.of();
return regionPlan(generator, state, capacity(generator).regionAt(x, z)).water().cellsAt(x, z);
}
public static PopulationHydrology.Cell cellAt(NoiseBasedChunkGenerator generator, RandomState state, int x, int y, int z) {
for (var cell : cellsAt(generator, state, x, z)) if (y >= cell.bedY() - cell.sedimentDepth() - 1
&& y <= Math.max(cell.waterY(), cell.carveTop())) return cell;
return null;
}
/** Only the sign is observed by all local planners. The two bit masks are populated lazily
* and released after one region; there is no dense whole-island height-volume scan. */
private static final class SignMemo implements PopulationHydrology.Sampler {
final PopulationHydrology.Sampler original;
final Map<Long, long[]> columns = new HashMap<>();
long samples;
SignMemo(PopulationHydrology.Sampler original) { this.original = original; }
@Override public float sample(int x, int y, int z) {
if (y < 0 || y >= 384) return -1;
long key = ((long) x << 32) | (z & 0xffffffffL);
long[] bits = columns.computeIfAbsent(key, ignored -> new long[12]);
int word = y >>> 6; long mask = 1L << (y & 63);
if ((bits[word] & mask) == 0) {
samples++;
if (original.sample(x, y, z) > 0) bits[word + 6] |= mask;
bits[word] |= mask;
}
return (bits[word + 6] & mask) != 0 ? 1 : -1;
}
}
public static void apply(NoiseBasedChunkGenerator generator, RandomState randomState, ChunkAccess chunk) {
if (!enabled(generator)) return;
var chunkPos = chunk.getPos();
if (!capacity(generator).areaExists(chunkPos.x(), chunkPos.z())) return;
var region = regionPlan(generator, randomState, capacity(generator).regionAt(chunkPos.getMinBlockX(), chunkPos.getMinBlockZ()));
var plan = region.water();
var cells = plan.cellsInChunk(chunkPos.x(), chunkPos.z());
var springs = plan.springsInChunk(chunkPos.x(), chunkPos.z());
var outlets = new java.util.ArrayList<>(plan.springs().stream().map(PopulationHydrology.Spring::outlet)
.filter(outlet -> (outlet.x() >> 4) == chunkPos.x() && (outlet.z() >> 4) == chunkPos.z()).toList());
for (var spill : plan.spills()) {
var outlet = spill.outlet();
if ((outlet.x() >> 4) == chunkPos.x() && (outlet.z() >> 4) == chunkPos.z()) outlets.add(outlet);
}
var lava = region.lava();
for (var fall : lava.falls()) {
var outlet = fall.outlet();
if ((outlet.x() >> 4) == chunkPos.x() && (outlet.z() >> 4) == chunkPos.z())
outlets.add(new PopulationHydrology.Position(outlet.x(), outlet.y(), outlet.z()));
}
var lavaCells = lava.cellsInChunk(chunkPos.x(), chunkPos.z());
var lavaSupports = lava.supportsInChunk(chunkPos.x(), chunkPos.z());
if (cells.isEmpty() && springs.isEmpty() && outlets.isEmpty() && lavaCells.isEmpty() && lavaSupports.isEmpty()) return;
BlockPos.MutableBlockPos pos = new BlockPos.MutableBlockPos();
// Validate all replacements and two intact support layers before modifying this chunk.
for (var cell : cells) {
for (int y = cell.bedY() - cell.sedimentDepth() - 1; y <= cell.bedY(); y++) {
requireSolid(chunk, pos.set(cell.x(), y, cell.z()), randomState.seed());
}
}
for (var spring : springs) {
var source = spring.source();
requireSolid(chunk, pos.set(source.x(), source.y(), source.z()), randomState.seed());
}
for (var support : lavaSupports) {
requireSolid(chunk, pos.set(support.x(), support.y(), support.z()), randomState.seed());
if (chunk.getBlockState(pos).ignitedByLava()) {
throw new IllegalStateException("Lava pocket requires nonflammable natural support at " + pos);
}
}
for (var cell : lavaCells) {
requireSolid(chunk, pos.set(cell.x(), cell.y(), cell.z()), randomState.seed());
}
for (var cell : cells) {
for (int depth = 0; depth < cell.sedimentDepth(); depth++) {
pos.set(cell.x(), cell.bedY() - depth, cell.z());
BlockState material = PopulationMaterials.sedimentBlock(cell, randomState.seed(), depth);
chunk.setBlockState(pos, material, 0);
}
for (int y = cell.bedY() + 1; y <= Math.max(cell.waterY(), cell.carveTop()); y++) {
pos.set(cell.x(), y, cell.z());
chunk.setBlockState(pos, cell.hasWater() && y <= cell.waterY()
? Blocks.WATER.defaultBlockState() : Blocks.AIR.defaultBlockState(), 0);
if (cell.hasWater() && y <= cell.waterY()) chunk.markPosForPostProcessing(pos);
}
}
for (var spring : springs) {
var source = spring.source();
pos.set(source.x(), source.y(), source.z());
chunk.setBlockState(pos, Blocks.WATER.defaultBlockState(), 0);
// Only the source is generated. Vanilla fluid ticks create the descending waterfall.
chunk.markPosForPostProcessing(pos);
}
for (var cell : lavaCells) {
pos.set(cell.x(), cell.y(), cell.z());
chunk.setBlockState(pos, (cell.lava() ? Blocks.LAVA : Blocks.AIR).defaultBlockState(), 0);
if (cell.lava()) chunk.markPosForPostProcessing(pos);
}
// This existing vanilla queue is consumed after neighbouring chunks finish decoration.
// Mark the outlet in its own chunk, including when its source belongs to a neighbour.
for (var outlet : outlets) {
pos.set(outlet.x(), outlet.y(), outlet.z());
chunk.markPosForPostProcessing(pos);
}
Heightmap.primeHeightmaps(chunk, EnumSet.of(Heightmap.Types.WORLD_SURFACE_WG,
Heightmap.Types.OCEAN_FLOOR_WG));
}
/** Reserve water, sediment and hot-rock volumes before placing vegetation. */
public static boolean protects(NoiseBasedChunkGenerator generator, RandomState randomState, BlockPos base,
int radius, int height, int rootDepth) {
for (RegionPlan region : plansIntersecting(generator, randomState, base.getX() - radius, base.getZ() - radius,
base.getX() + radius, base.getZ() + radius)) {
if (protects(region, base, radius, height, rootDepth)) return true;
}
return false;
}
private static boolean protects(RegionPlan region, BlockPos base, int radius, int height, int rootDepth) {
var water = region.water();
var lava = region.lava();
int low = base.getY() - rootDepth, high = base.getY() + height;
for (int x = base.getX() - radius; x <= base.getX() + radius; x++) {
for (int z = base.getZ() - radius; z <= base.getZ() + radius; z++) {
for (var cell : water.cellsAt(x, z))
if (low <= cell.carveTop() && high >= cell.bedY() - cell.sedimentDepth() - 1) return true;
}
}
for (var spring : water.springs()) {
var bounds = spring.flowBounds();
if (base.getX() + radius >= bounds.minX() - 2 && base.getX() - radius <= bounds.maxX() + 2
&& base.getZ() + radius >= bounds.minZ() - 2 && base.getZ() - radius <= bounds.maxZ() + 2
&& low <= bounds.maxY() + 2 && high >= bounds.minY() - 2) return true;
var source = spring.source();
if (Math.abs(base.getX() - source.x()) <= radius + 3 && Math.abs(base.getZ() - source.z()) <= radius + 3
&& low <= source.y() + 3 && high >= source.y() - 3) return true;
}
for (var bounds : lava.flowBounds()) {
if (base.getX() + radius >= bounds.minX() - 8 && base.getX() - radius <= bounds.maxX() + 8
&& base.getZ() + radius >= bounds.minZ() - 8 && base.getZ() - radius <= bounds.maxZ() + 8
&& low <= bounds.maxY() + 8 && high >= bounds.minY() - 8) return true;
}
for (var spill : water.spills()) {
var bounds = spill.flowBounds();
if (base.getX() + radius >= bounds.minX() - 3 && base.getX() - radius <= bounds.maxX() + 3
&& base.getZ() + radius >= bounds.minZ() - 3 && base.getZ() - radius <= bounds.maxZ() + 3
&& low <= bounds.maxY() + 3 && high >= bounds.minY() - 3) return true;
}
for (var cell : lava.cells()) if (Math.abs(base.getX() - cell.x()) <= radius + 2 && Math.abs(base.getZ() - cell.z()) <= radius + 2
&& low <= cell.y() + 2 && high >= cell.y() - 2) return true;
for (var support : lava.supports()) if (Math.abs(base.getX() - support.x()) <= radius + 2 && Math.abs(base.getZ() - support.z()) <= radius + 2
&& low <= support.y() + 2 && high >= support.y() - 2) return true;
return false;
}
private static void requireSolid(ChunkAccess chunk, BlockPos pos, long seed) {
if (!chunk.getBlockState(pos).isCollisionShapeFullBlock(chunk, pos)) {
throw new IllegalStateException("Population hydrology differs from terrain at " + pos + " for seed " + seed);
}
}
}
@@ -1,99 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import com.mojang.serialization.codecs.RecordCodecBuilder;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.stream.Stream;
import net.minecraft.core.Holder;
import net.minecraft.core.registries.Registries;
import net.minecraft.resources.ResourceKey;
import net.minecraft.world.level.biome.Biome;
import net.minecraft.world.level.biome.BiomeResolver;
import net.minecraft.world.level.biome.BiomeSource;
import net.minecraft.world.level.biome.Climate;
/** Seeded alpha.10 rift climate, separate from all saved earlier biome-source codecs. */
public final class PopulationIslandBiomeSource extends BiomeSource {
public static final ResourceKey<Biome> OAK_FOREST = key("population_oak_forest");
public static final ResourceKey<Biome> BIRCH_FOREST = key("population_birch_forest");
public static final ResourceKey<Biome> CLEARING = key("population_clearing");
public static final ResourceKey<Biome> DRY_WOODLAND = key("population_dry_woodland");
public static final ResourceKey<Biome> ROCKY_HEATH = key("population_rocky_heath");
public static final ResourceKey<Biome> DARK_GROVE = key("population_dark_grove");
public static final ResourceKey<Biome> BAMBOO_GROVE = key("population_bamboo_grove");
public static final ResourceKey<Biome> SULFUR_DEPTHS = key("population_sulfur_depths");
public static final ResourceKey<Biome> LUSH_CAVES = key("population_lush_caves");
public static final ResourceKey<Biome> DRIPSTONE_CAVES = key("population_dripstone_caves");
public static final MapCodec<PopulationIslandBiomeSource> CODEC = RecordCodecBuilder.mapCodec(instance -> instance.group(
Biome.CODEC.fieldOf("oak_forest").forGetter(source -> source.oakForest),
Biome.CODEC.fieldOf("birch_forest").forGetter(source -> source.birchForest),
Biome.CODEC.fieldOf("clearing").forGetter(source -> source.clearing),
Biome.CODEC.fieldOf("dry_woodland").forGetter(source -> source.dryWoodland),
Biome.CODEC.fieldOf("rocky_heath").forGetter(source -> source.rockyHeath),
Biome.CODEC.fieldOf("dark_grove").forGetter(source -> source.darkGrove),
Biome.CODEC.fieldOf("bamboo_grove").forGetter(source -> source.bambooGrove),
Biome.CODEC.fieldOf("sulfur_depths").forGetter(source -> source.sulfurDepths),
Biome.CODEC.fieldOf("lush_caves").forGetter(source -> source.lushCaves),
Biome.CODEC.fieldOf("dripstone_caves").forGetter(source -> source.dripstoneCaves)
).apply(instance, PopulationIslandBiomeSource::new));
private final Holder<Biome> oakForest;
private final Holder<Biome> birchForest;
private final Holder<Biome> clearing;
private final Holder<Biome> dryWoodland;
private final Holder<Biome> rockyHeath;
private final Holder<Biome> darkGrove;
private final Holder<Biome> bambooGrove;
private final Holder<Biome> sulfurDepths;
private final Holder<Biome> lushCaves;
private final Holder<Biome> dripstoneCaves;
public PopulationIslandBiomeSource(Holder<Biome> oakForest, Holder<Biome> birchForest, Holder<Biome> clearing,
Holder<Biome> dryWoodland, Holder<Biome> rockyHeath, Holder<Biome> darkGrove,
Holder<Biome> bambooGrove, Holder<Biome> sulfurDepths, Holder<Biome> lushCaves, Holder<Biome> dripstoneCaves) {
this.oakForest = oakForest;
this.birchForest = birchForest;
this.clearing = clearing;
this.dryWoodland = dryWoodland;
this.rockyHeath = rockyHeath;
this.darkGrove = darkGrove;
this.bambooGrove = bambooGrove;
this.sulfurDepths = sulfurDepths;
this.lushCaves = lushCaves;
this.dripstoneCaves = dripstoneCaves;
}
@Override
protected MapCodec<PopulationIslandBiomeSource> codec() { return CODEC; }
@Override
protected Stream<Holder<Biome>> collectPossibleBiomes() {
return Stream.of(oakForest, birchForest, clearing, dryWoodland, rockyHeath, darkGrove, bambooGrove, sulfurDepths, lushCaves, dripstoneCaves);
}
@Override
public BiomeResolver createResolver(Climate.Sampler sampler) {
return (quartX, quartY, quartZ) -> {
int x = quartX * 4, y = quartY * 4, z = quartZ * 4;
float variation = sampler.temperature().sampleValue(x, 0, z);
float moisture = sampler.humidity().sampleValue(x, 0, z);
return switch (PopulationBiomePalette.select(y, variation, moisture)) {
case OAK_FOREST -> oakForest;
case BIRCH_FOREST -> birchForest;
case CLEARING -> clearing;
case DRY_WOODLAND -> dryWoodland;
case ROCKY_HEATH -> rockyHeath;
case DARK_GROVE -> darkGrove;
case BAMBOO_GROVE -> bambooGrove;
case SULFUR_DEPTHS -> sulfurDepths;
case LUSH_CAVES -> lushCaves;
case DRIPSTONE_CAVES -> dripstoneCaves;
};
};
}
private static ResourceKey<Biome> key(String path) {
return ResourceKey.create(Registries.BIOME, SanctuaryMod.id(path));
}
}
@@ -1,65 +0,0 @@
package fr.koka.sanctuary.worldgen;
import com.mojang.serialization.MapCodec;
import com.mojang.serialization.codecs.RecordCodecBuilder;
import fr.koka.sanctuary.SanctuaryMod;
import java.util.concurrent.ConcurrentHashMap;
import net.minecraft.util.Interval;
import net.minecraft.world.level.levelgen.densityfunction.*;
/** Capacity changes the envelope; all natural noise is still sampled at world coordinates. */
public record PopulationIslandDensity(DensityFunction terrain, DensityFunction distortion,
DensityFunction sculpt, DensityFunction detail, DensityFunction underside,
DensityFunction riftWarp, DensityFunction riftDetail, IslandCapacity capacity) implements DensityFunction {
public static final MapCodec<PopulationIslandDensity> CODEC = RecordCodecBuilder.mapCodec(instance -> instance.group(
DensityFunction.CODEC.fieldOf("terrain").forGetter(PopulationIslandDensity::terrain),
DensityFunction.CODEC.fieldOf("distortion").forGetter(PopulationIslandDensity::distortion),
DensityFunction.CODEC.fieldOf("sculpt").forGetter(PopulationIslandDensity::sculpt),
DensityFunction.CODEC.fieldOf("detail").forGetter(PopulationIslandDensity::detail),
DensityFunction.CODEC.fieldOf("underside").forGetter(PopulationIslandDensity::underside),
DensityFunction.CODEC.fieldOf("rift_warp").forGetter(PopulationIslandDensity::riftWarp),
DensityFunction.CODEC.fieldOf("rift_detail").forGetter(PopulationIslandDensity::riftDetail),
IslandCapacity.CODEC.optionalFieldOf("players", IslandCapacity.TWENTY).forGetter(PopulationIslandDensity::capacity)
).apply(instance, PopulationIslandDensity::new));
@Override public DensitySampler compileSampler(CompileContext context) {
var raw = ExactInterpolationSampler.compileTerrain(terrain, context); var edge = distortion.compileSampler(context);
var coarse = sculpt.compileSampler(context); var fine = detail.compileSampler(context);
var bottom = underside.compileSampler(context); var warp = riftWarp.compileSampler(context);
var fractureDetail = riftDetail.compileSampler(context);
long seed = context.createRandom(SanctuaryMod.id("population_rifts_alpha10")).nextLong();
var layouts = new ConcurrentHashMap<IslandCapacity.Region, RiftShape.Layout>();
return new DensitySampler() {
@Override public float sampleValue(SamplerContext sample, int x, int y, int z) {
if (Math.hypot((double) x, z) >= capacity.terrainLimit() || y <= 0 || y >= 384) return -1;
int localY = y - 64;
float natural = PopulationIslandShape.raisedDensity(x, y, z, raw.sampleValue(sample, x, localY, z),
edge.sampleValue(sample, x, 0, z), coarse.sampleValue(sample, x, localY, z),
fine.sampleValue(sample, x, localY, z), bottom.sampleValue(sample, x, localY, z), 64, 384, capacity);
if (natural <= 0) return natural;
var region = capacity.regionAt(x, z);
var layout = layouts.computeIfAbsent(region, r -> RiftShape.layout(regionSeed(seed, r)));
int rx = x - region.originX(), rz = z - region.originZ();
if (!RiftShape.mayAffect(layout, rx, rz)) return natural;
return RiftShape.density(layout, rx, y, rz, natural,
warp.sampleValue(sample, x, y, z), fractureDetail.sampleValue(sample, x, y, z));
}
@Override public void sampleVolume(SamplerContext sample, DensityBuffer buffer, DensityVolume volume) {
DensitySampler.sampleVolumeNaive(sample, buffer, volume, this);
}
};
}
public static long regionSeed(long seed, IslandCapacity.Region region) {
long value = seed ^ ((long) region.x() << 32) ^ (region.z() & 0xffffffffL) ^ 0xA10CA7E1L;
value = (value ^ (value >>> 30)) * 0xbf58476d1ce4e5b9L;
value = (value ^ (value >>> 27)) * 0x94d049bb133111ebL;
return value ^ (value >>> 31);
}
@Override public DensityFunction rewriteChildren(DfRewriteRule rule) {
return new PopulationIslandDensity(rule.rewrite(terrain), rule.rewrite(distortion), rule.rewrite(sculpt),
rule.rewrite(detail), rule.rewrite(underside), rule.rewrite(riftWarp), rule.rewrite(riftDetail), capacity);
}
@Override public Interval range() { return Interval.of(-1, 1); }
@Override public int domainAxes() { return ALL_AXES; }
@Override public MapCodec<PopulationIslandDensity> codec() { return CODEC; }
}
@@ -1,66 +0,0 @@
package fr.koka.sanctuary.worldgen;
/** Alpha.10 keeps local erosion scales while expanding only the outer envelope. */
public final class PopulationIslandShape {
private PopulationIslandShape() {}
/** Generation v3. The natural field and lateral sculpture are sampled in their original frame. */
public static float raisedDensity(int x, int y, int z, float terrain, float distortion,
float sculpt, float detail, float underside, int offset, int height, IslandCapacity capacity) {
double distance = Math.hypot((double) x, (double) z);
if (distance >= capacity.terrainLimit() || y <= 0 || y >= height) return -1.0F;
double localY = (double) y - offset;
double erosion = rimErosion(distance, localY, distortion, sculpt, detail, capacity);
// The former uniform lower gradient is absent from the new natural field. Let its seeded
// lobes continue downwards, then sculpt them over a broad, spatially varying transition.
// The extra margin below the translated island must not merely reveal the same flat cut.
double bottom = -24.0 + Math.clamp(underside, -1.0F, 1.0F) * 16.0
+ Math.clamp(sculpt, -1.0F, 1.0F) * 8.0 + Math.clamp(detail, -1.0F, 1.0F) * 4.0;
double lower = Math.clamp((bottom + 72.0 - localY) / 72.0, 0.0, 1.0);
erosion += 2.0 * lower * lower * lower * lower;
// Upper silhouette is exactly the old one translated by offset. Absolute-world fades are
// safety margins, outside the normal terrain, rather than the island's visible underside.
erosion += 2.0 * smoothstep((localY - 224.0) / 32.0);
erosion += 2.0 * smoothstep((24.0 - y) / 24.0);
erosion += 2.0 * smoothstep((y - (height - 24.0)) / 24.0);
return bounded(terrain, erosion);
}
private static double rimErosion(double distance, double y, float distortion, float sculpt, float detail, IslandCapacity capacity) {
double coast = Math.clamp(distortion, -1.0F, 1.0F);
double coarse = Math.clamp(sculpt, -1.0F, 1.0F);
double fine = Math.clamp(detail, -1.0F, 1.0F);
// Pass 1: a broad outline bends through the island's height with two truly 3D noises.
// Keep the central field untouched even when a deeply recessed rim approaches it.
double rimEnd = Math.min(capacity.terrainLimit(), capacity.radius() + coast * 16.0 + coarse * 28.0 + fine * 8.0);
double rim = Math.clamp((distance - (capacity.radius() - 128)) / (rimEnd - (capacity.radius() - 128)), 0.0, 1.0);
// Raising the density threshold gradually shrinks each natural lobe from all sides. Unlike
// min(terrain, distance-to-edge), this never shears every altitude at one vertical contour.
double erosion = 2.0 * rim * rim * rim * rim;
// A saturated natural lobe has almost no density gradient through its middle. Merely
// raising its threshold can still leave a tall near-vertical wall. Retreat its upper and
// lower rim faces as well, with a curved profile that disappears entirely at the interior.
// This is an outer-rim cut, never an ellipsoid combined with (or added to) the natural field.
double vertical = (y - (104.0 + coarse * 20.0)) / 88.0;
erosion += 8.0 * rim * rim * vertical * vertical;
// Passes 2 and 3: broad recesses and smaller surface erosion, fading into the untouched
// interior. Both subtract material; holes stay empty and detached fragments are never joined.
double sculptWeight = smoothstep(rim);
erosion += sculptWeight * (0.10 * (coarse + 1.0) * 0.5 + 0.04 * (fine + 1.0) * 0.5);
return erosion;
}
private static float bounded(float terrain, double erosion) {
return (float) Math.clamp(Math.clamp(terrain, -1.0F, 1.0F) - erosion, -1.0, 1.0);
}
private static double smoothstep(double value) {
double t = Math.clamp(value, 0.0, 1.0);
return t * t * (3.0 - 2.0 * t);
}
}
@@ -1,377 +0,0 @@
package fr.koka.sanctuary.worldgen;
import java.util.ArrayList;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Optional;
import java.util.Set;
/** Alpha.10 lava: an optional covered pocket and up to two deep rock outlets.
* All sources replace natural rock; Minecraft alone produces the falling lava. */
public final class PopulationLavaDeposit {
public static final int RADIUS = 192;
public static final int WATER_CLEARANCE = 32;
public static final int LAVA_VOLUME = 18;
private static final int ENTRY_DISTANCE = 8;
private static final int[][] DIRECTIONS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
private static final Comparator<Position> POSITION_ORDER = Comparator.comparingInt(Position::x)
.thenComparingInt(Position::z).thenComparingInt(Position::y);
private static final Comparator<Cell> CELL_ORDER = Comparator.comparingInt(Cell::x)
.thenComparingInt(Cell::z).thenComparingInt(Cell::y);
private PopulationLavaDeposit() {}
public record Position(int x, int y, int z) {}
/** lava=false removes existing rock to open the two-block-high chamber or approach. */
public record Cell(int x, int y, int z, boolean lava) {}
public static final class Plan {
private final List<Cell> cells;
private final List<Cell> lavaCells;
private final List<Position> supports;
private final Optional<Position> access;
private final Map<Long, List<Cell>> chunks;
private final Map<Long, List<Position>> supportChunks;
private final List<PopulationLavaFlows.Fall> falls;
private final Map<Long, List<PopulationLavaFlows.Fall>> fallChunks;
private final List<Cell> pocketCells;
private final Set<Position> pocketSupports;
private Plan(List<Cell> cells, Set<Position> supports, Position access) {
this(cells, supports, access, List.of(), cells, supports);
}
private Plan(List<Cell> cells, Set<Position> supports, Position access, List<PopulationLavaFlows.Fall> falls,
List<Cell> pocketCells, Set<Position> pocketSupports) {
this.pocketCells = pocketCells.stream().sorted(CELL_ORDER).toList();
this.pocketSupports = Set.copyOf(pocketSupports);
this.falls = List.copyOf(falls);
Map<Long, List<PopulationLavaFlows.Fall>> groupedFalls = new HashMap<>();
for (var fall : falls) groupedFalls.computeIfAbsent(
key(fall.source().x() >> 4, fall.source().z() >> 4), ignored -> new ArrayList<>()).add(fall);
groupedFalls.replaceAll((ignored, values) -> List.copyOf(values));
fallChunks = Map.copyOf(groupedFalls);
this.cells = cells.stream().sorted(CELL_ORDER).toList();
lavaCells = this.cells.stream().filter(Cell::lava).toList();
this.supports = supports.stream().sorted(POSITION_ORDER).toList();
this.access = Optional.ofNullable(access);
Map<Long, List<Cell>> byChunk = new HashMap<>();
for (Cell cell : this.cells) byChunk.computeIfAbsent(key(cell.x() >> 4, cell.z() >> 4),
ignored -> new ArrayList<>()).add(cell);
byChunk.replaceAll((ignored, values) -> List.copyOf(values));
chunks = Map.copyOf(byChunk);
Map<Long, List<Position>> bySupportChunk = new HashMap<>();
for (Position support : this.supports) bySupportChunk.computeIfAbsent(key(support.x() >> 4, support.z() >> 4),
ignored -> new ArrayList<>()).add(support);
bySupportChunk.replaceAll((ignored, values) -> List.copyOf(values));
supportChunks = Map.copyOf(bySupportChunk);
}
public List<Cell> cells() { return cells; }
public List<Cell> lavaCells() { return lavaCells; }
public List<Position> supports() { return supports; }
public List<PopulationLavaFlows.Fall> falls() { return falls; }
public List<PopulationLavaFlows.Fall> fallsInChunk(int x, int z) { return fallChunks.getOrDefault(key(x, z), List.of()); }
public List<Position> flowSources() { return falls.stream().map(PopulationLavaFlows.Fall::source).toList(); }
public List<PopulationHydrology.FlowBounds> flowBounds() { return falls.stream().map(PopulationLavaFlows.Fall::flowBounds).toList(); }
/** Player feet on a natural ledge, with three blocks of headroom below a roof or sky. */
public Optional<Position> access() { return access; }
public List<Cell> cellsInChunk(int x, int z) { return chunks.getOrDefault(key(x, z), List.of()); }
public List<Position> supportsInChunk(int x, int z) { return supportChunks.getOrDefault(key(x, z), List.of()); }
/** Keep a complete pocket or complete falls, with a 32-block regional safety margin. */
public Plan admitted() {
boolean keepPocket = pocketCells.stream().allMatch(c -> owned(c.x(), c.z()))
&& pocketSupports.stream().allMatch(Plan::owned) && access.map(Plan::owned).orElse(true);
List<PopulationLavaFlows.Fall> keptFalls = falls.stream().filter(f -> owned(f.source()) && owned(f.outlet())
&& owned(f.flowBounds()) && f.supports().stream().allMatch(Plan::owned)
&& f.flowPath().stream().allMatch(Plan::owned)).toList();
return compose(keepPocket ? pocketCells : List.of(), keepPocket ? pocketSupports : Set.of(),
keepPocket ? access.orElse(null) : null, keptFalls);
}
/** IDs stay region-seeded; every position, flow envelope and chunk index moves together. */
public Plan translated(int dx, int dz) {
List<Cell> movedPocket = pocketCells.stream().map(c -> new Cell(Math.addExact(c.x(), dx), c.y(),
Math.addExact(c.z(), dz), c.lava())).toList();
Set<Position> movedSupports = pocketSupports.stream().map(p -> move(p, dx, dz))
.collect(java.util.stream.Collectors.toUnmodifiableSet());
List<PopulationLavaFlows.Fall> movedFalls = falls.stream().map(f -> new PopulationLavaFlows.Fall(f.id(),
move(f.source(), dx, dz), move(f.outlet(), dx, dz), f.flowPath().stream().map(p -> move(p, dx, dz)).toList(),
move(f.flowBounds(), dx, dz), f.supports().stream().map(p -> move(p, dx, dz)).toList())).toList();
return compose(movedPocket, movedSupports, access.map(p -> move(p, dx, dz)).orElse(null), movedFalls);
}
private static Plan compose(List<Cell> pocket, Set<Position> support, Position access,
List<PopulationLavaFlows.Fall> selectedFalls) {
List<Cell> combined = new ArrayList<>(pocket);
Set<Position> combinedSupports = new HashSet<>(support);
for (var fall : selectedFalls) {
var source = fall.source();
combined.add(new Cell(source.x(), source.y(), source.z(), true));
combinedSupports.addAll(fall.supports());
}
return new Plan(combined, combinedSupports, access, selectedFalls, pocket, support);
}
private static boolean owned(int x, int z) { return PopulationOwnership.contains(x, z, 32); }
private static boolean owned(Position p) { return owned(p.x(), p.z()); }
private static boolean owned(PopulationHydrology.FlowBounds b) {
return PopulationOwnership.contains(b.minX(), b.minZ(), b.maxX(), b.maxZ(), 32);
}
private static Position move(Position p, int dx, int dz) {
return new Position(Math.addExact(p.x(), dx), p.y(), Math.addExact(p.z(), dz));
}
private static PopulationHydrology.FlowBounds move(PopulationHydrology.FlowBounds b, int dx, int dz) {
return new PopulationHydrology.FlowBounds(Math.addExact(b.minX(), dx), b.minY(), Math.addExact(b.minZ(), dz),
Math.addExact(b.maxX(), dx), b.maxY(), Math.addExact(b.maxZ(), dz));
}
}
public static Plan create(long seed, PopulationHydrology.Sampler sampler, PopulationHydrology.Plan hydrology) {
Plan pocket = new Search(seed, sampler, hydrology).find();
List<PopulationLavaFlows.Fall> falls = PopulationLavaFlows.create(seed, sampler, hydrology, pocket);
return Plan.compose(pocket.pocketCells, pocket.pocketSupports, pocket.access().orElse(null), falls);
}
private record Candidate(int x, int z, int dx, int dz, double score) {}
private record LowerCandidate(int x, int y, int z, int dx, int dz, double score) {}
private static final class Search {
private final long seed;
private final PopulationHydrology.Sampler sampler;
private final PopulationHydrology.Plan hydrology;
private final Map<Long, Integer> heights = new HashMap<>();
Search(long seed, PopulationHydrology.Sampler sampler, PopulationHydrology.Plan hydrology) {
this.seed = seed;
this.sampler = sampler;
this.hydrology = hydrology;
}
Plan find() {
Plan lower = findLowerPocket();
if (lower != null) return lower;
List<Candidate> candidates = new ArrayList<>();
for (int x = -184; x <= 184; x += 8) for (int z = -184; z <= 184; z += 8) {
if (!inside(x, z, RADIUS - 8)) continue;
int ledge = top(x, z);
if (ledge < 64 || ledge > 300) continue;
for (int[] direction : DIRECTIONS) {
int cx = x - direction[0] * ENTRY_DISTANCE, cz = z - direction[1] * ENTRY_DISTANCE;
if (!inside(cx, cz, RADIUS - 12) || !clearOfWater(cx, cz)) continue;
int rise = top(cx, cz) - ledge;
if (rise < 12) continue;
candidates.add(new Candidate(x, z, direction[0], direction[1],
random(seed, cx, cz) + Math.min(rise, 40) * 0.015));
}
}
candidates.sort(Comparator.comparingDouble(Candidate::score).reversed()
.thenComparingInt(Candidate::x).thenComparingInt(Candidate::z)
.thenComparingInt(Candidate::dx).thenComparingInt(Candidate::dz));
int attempts = 0;
for (Candidate candidate : candidates) {
if (attempts++ >= 192) break;
// Refine the coarse edge, including a ledge lying between two eight-block samples.
for (int along = 0; along < 8; along++) for (int tangent : new int[]{0, -3, 3}) {
int x = candidate.x() - candidate.dx() * along - candidate.dz() * tangent;
int z = candidate.z() - candidate.dz() * along + candidate.dx() * tangent;
Plan plan = tryNiche(x, z, candidate.dx(), candidate.dz());
if (plan != null) return plan;
}
}
return new Plan(List.of(), Set.of(), null);
}
/** Prefer a real lower ledge below an overhang. The chamber uses exactly the same rock
* shell as the outdoor fallback; only the entrance may now have a natural ceiling. */
private Plan findLowerPocket() {
List<LowerCandidate> candidates = new ArrayList<>();
for (int x = -176; x <= 176; x += 16) for (int z = -176; z <= 176; z += 16) {
if (!inside(x, z, RADIUS - 8)) continue;
for (int coarseY = 64; coarseY <= 160; coarseY += 8) {
if (!solid(x, coarseY, z) || solid(x, coarseY + 8, z)) continue;
int level = coarseY;
for (int y = coarseY + 7; y > coarseY; y--) {
if (solid(x, y, z)) { level = y; break; }
}
if (level > 160 || top(x, z) < level + 12) continue;
for (int[] direction : DIRECTIONS) {
int inwardX = x - direction[0] * 16, inwardZ = z - direction[1] * 16;
if (!inside(inwardX, inwardZ, RADIUS - 12)
|| !solid(inwardX, level + 2, inwardZ) || !solid(inwardX, level + 10, inwardZ)) continue;
candidates.add(new LowerCandidate(x, level, z, direction[0], direction[1],
random(seed + level + 0x108E2L, x - direction[0], z - direction[1])
+ (160 - level) * .002));
}
}
}
candidates.sort(Comparator.comparingDouble(LowerCandidate::score).reversed()
.thenComparingInt(LowerCandidate::x).thenComparingInt(LowerCandidate::z)
.thenComparingInt(LowerCandidate::y).thenComparingInt(LowerCandidate::dx).thenComparingInt(LowerCandidate::dz));
int attempts = 0;
for (LowerCandidate candidate : candidates) {
if (attempts++ >= 128) break;
for (int along = 0; along < 16; along++) for (int tangent : new int[]{0, -3, 3}) {
int x = candidate.x() - candidate.dx() * along - candidate.dz() * tangent;
int z = candidate.z() - candidate.dz() * along + candidate.dx() * tangent;
for (int level = Math.min(160, candidate.y() + 5); level >= Math.max(64, candidate.y() - 5); level--) {
// Reject solid cave walls and missing floors before expensive shell probes.
if (!solid(x, level, z) || solid(x, level + 1, z)) continue;
Plan plan = tryNiche(x, z, candidate.dx(), candidate.dz(), level, true);
if (plan != null) return plan;
}
}
}
return null;
}
private Plan tryNiche(int entryX, int entryZ, int dx, int dz) {
return tryNiche(entryX, entryZ, dx, dz, top(entryX, entryZ), false);
}
private Plan tryNiche(int entryX, int entryZ, int dx, int dz, int level, boolean underground) {
int cx = entryX - dx * ENTRY_DISTANCE, cz = entryZ - dz * ENTRY_DISTANCE;
if (!inside(cx, cz, RADIUS - 12) || level < 64 || level > (underground ? 160 : 300)
|| top(cx, cz) < level + 12) return null;
// A lower entrance has genuine overhead island rock, but does not need a sky view.
if (underground && top(entryX, entryZ) < level + 12) return null;
int airLimit = underground ? level + 3 : 383;
for (int y = level + 1; y <= airLimit; y++) if (solid(entryX, y, entryZ)) return null;
for (int y = level - 2; y <= level; y++) if (!solid(entryX, y, entryZ)) return null;
if (underground ? !clearOfWater(cx, level, cz) : !clearOfWater(cx, cz)) return null;
List<Cell> cells = new ArrayList<>();
Set<Position> changed = new HashSet<>();
Set<Position> supports = new HashSet<>();
for (int x = cx - 1; x <= cx + 1; x++) for (int z = cz - 1; z <= cz + 1; z++) {
for (int y = level - 1; y <= level + 2; y++) {
if (!solid(x, y, z)) return null;
add(cells, changed, x, y, z, y <= level);
}
}
// A dry lip separates the ledge from the pool. Only the air above it is opened.
for (int distance = 2; distance < ENTRY_DISTANCE; distance++) {
int x = cx + dx * distance, z = cz + dz * distance;
for (int y = level + 1; y <= level + 2; y++) {
if (solid(x, y, z)) add(cells, changed, x, y, z, false);
}
}
// Every carved column must lie under eight continuous natural rock blocks. This
// excludes soil-cap excavation at the entrance as well as exposed surface lava.
Map<Long, Integer> highest = new HashMap<>();
for (Cell cell : cells) highest.merge(key(cell.x(), cell.z()), cell.y(), Math::max);
for (var column : highest.entrySet()) {
int x = (int) (column.getKey() >> 32), z = (int) (long) column.getKey();
for (int y = column.getValue() + 1; y <= column.getValue() + 8; y++) {
if (!requireRock(supports, x, y, z)) return null;
}
}
// Three intact blocks under the pool, two-block-thick side walls, and a solid chamber
// surround prevent escape through an adjacent cave. No part of this shell is created.
for (int x = cx - 3; x <= cx + 3; x++) for (int z = cz - 3; z <= cz + 3; z++) {
for (int y = level - 4; y <= level + 2; y++) {
if (changed.contains(new Position(x, y, z))) continue;
if (!requireRock(supports, x, y, z)) return null;
}
}
// The natural roof also covers a conservative envelope around local lava fire spread.
// Its thickness keeps later surface vegetation well above the lava chamber.
for (int x = cx - 4; x <= cx + 4; x++) for (int z = cz - 4; z <= cz + 4; z++) {
for (int y = level + 3; y <= level + 10; y++) {
if (!requireRock(supports, x, y, z)) return null;
}
}
for (int distance = 2; distance <= ENTRY_DISTANCE; distance++) {
int x = cx + dx * distance, z = cz + dz * distance;
for (int y = level - 2; y <= level; y++) {
if (!requireRock(supports, x, y, z)) return null;
}
}
supports.removeAll(changed);
return new Plan(cells, supports, new Position(entryX, level + 1, entryZ));
}
private boolean requireRock(Set<Position> supports, int x, int y, int z) {
if (!solid(x, y, z)) return false;
supports.add(new Position(x, y, z));
return true;
}
private boolean clearOfWater(int x, int z) {
// The extra ten blocks include both the entrance and the complete protected shell.
int clearance = WATER_CLEARANCE + 10;
for (var cell : hydrology.cells()) {
long dx = x - cell.x(), dz = z - cell.z();
if (dx * dx + dz * dz < (long) clearance * clearance) return false;
}
for (var spring : hydrology.springs()) {
var bounds = spring.flowBounds();
long dx = Math.max(Math.max((long) bounds.minX() - x, 0), (long) x - bounds.maxX());
long dz = Math.max(Math.max((long) bounds.minZ() - z, 0), (long) z - bounds.maxZ());
if (dx * dx + dz * dz < (long) clearance * clearance) return false;
}
for (var spill : hydrology.spills()) {
var bounds = spill.flowBounds();
long dx = Math.max(Math.max((long) bounds.minX() - x, 0), (long) x - bounds.maxX());
long dz = Math.max(Math.max((long) bounds.minZ() - z, 0), (long) z - bounds.maxZ());
if (dx * dx + dz * dz < (long) clearance * clearance) return false;
}
return true;
}
private boolean clearOfWater(int x, int level, int z) {
// This box covers chamber, dry approach, intact shell and roof. A lake far above is
// allowed; an actual waterfall crossing this level still excludes the entire pocket.
var pocket = new PopulationHydrology.FlowBounds(x - 10, level - 4, z - 10, x + 10, level + 10, z + 10);
for (var cell : hydrology.cells()) {
var ground = new PopulationHydrology.FlowBounds(cell.x(), cell.bedY() - cell.sedimentDepth() - 1,
cell.z(), cell.x(), Math.max(cell.carveTop(), cell.waterY()), cell.z());
if (distanceSquared(pocket, ground) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
for (var spring : hydrology.springs()) {
if (distanceSquared(pocket, spring.flowBounds()) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
for (var spill : hydrology.spills()) {
if (distanceSquared(pocket, spill.flowBounds()) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
return true;
}
private static long distanceSquared(PopulationHydrology.FlowBounds a, PopulationHydrology.FlowBounds b) {
long dx = Math.max(0, Math.max((long) a.minX() - b.maxX(), (long) b.minX() - a.maxX()));
long dy = Math.max(0, Math.max((long) a.minY() - b.maxY(), (long) b.minY() - a.maxY()));
long dz = Math.max(0, Math.max((long) a.minZ() - b.maxZ(), (long) b.minZ() - a.maxZ()));
return dx * dx + dy * dy + dz * dz;
}
private int top(int x, int z) {
return heights.computeIfAbsent(key(x, z), ignored -> {
for (int y = 383; y >= 32; y -= 4) {
if (!solid(x, y, z)) continue;
for (int exact = Math.min(383, y + 3); exact > y; exact--) if (solid(x, exact, z)) return exact;
return y;
}
return -1;
});
}
private boolean solid(int x, int y, int z) { return sampler.sample(x, y, z) > 0; }
}
private static void add(List<Cell> cells, Set<Position> changed, int x, int y, int z, boolean lava) {
if (changed.add(new Position(x, y, z))) cells.add(new Cell(x, y, z, lava));
}
private static boolean inside(int x, int z, int radius) { return (long) x * x + (long) z * z < (long) radius * radius; }
private static long key(int x, int z) { return ((long) x << 32) | (z & 0xffffffffL); }
private static double random(long seed, int x, int z) {
long value = seed ^ key(x, z) ^ 0x1A7A5EEDL;
value = (value ^ (value >>> 30)) * 0xbf58476d1ce4e5b9L;
value = (value ^ (value >>> 27)) * 0x94d049bb133111ebL;
return ((value ^ (value >>> 31)) >>> 11) * 0x1.0p-53;
}
}
@@ -1,241 +0,0 @@
package fr.koka.sanctuary.worldgen;
import fr.koka.sanctuary.worldgen.PopulationLavaDeposit.Position;
import java.util.ArrayDeque;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.HashMap;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Set;
/** Selects a few volcanic seeps in deep exposed rock. Sources replace rock; their outlets and
* entire falling columns are left empty for vanilla lava ticks. No retaining wall is generated. */
public final class PopulationLavaFlows {
public static final int MIN_SOURCE_Y = 40;
public static final int MAX_SOURCE_Y = 160;
public static final int MAX_FALLS = 2;
public static final int HORIZONTAL_REACH = 3;
public static final int FIRE_CLEARANCE = 8;
public static final int WATER_CLEARANCE = 24;
private static final int RADIUS = 224;
private static final int[][] CARDINALS = {{1, 0}, {-1, 0}, {0, 1}, {0, -1}};
private static final Comparator<Position> POSITION_ORDER = Comparator.comparingInt(Position::x)
.thenComparingInt(Position::z).thenComparingInt(Position::y);
private PopulationLavaFlows() {}
/** flowBounds predicts undecorated rock drainage; it does not override Minecraft physics.
* supports contains only unchanged natural rock around the source, never the source itself. */
public record Fall(long id, Position source, Position outlet, List<Position> flowPath,
PopulationHydrology.FlowBounds flowBounds, List<Position> supports) {
public Fall { flowPath = List.copyOf(flowPath); supports = List.copyOf(supports); }
}
public static List<Fall> create(long seed, PopulationHydrology.Sampler sampler,
PopulationHydrology.Plan water, PopulationLavaDeposit.Plan pocket) {
return new Search(seed, sampler, water, pocket).find();
}
private record Candidate(int x, int y, int z, int dx, int dz, double score) {}
private record Node(Position at, int reach) {}
private record Trace(List<Position> path, PopulationHydrology.FlowBounds bounds) {}
private static final class Search {
private final long seed;
private final PopulationHydrology.Sampler sampler;
private final PopulationHydrology.Plan water;
private final PopulationLavaDeposit.Plan pocket;
private final List<Fall> falls = new ArrayList<>();
Search(long seed, PopulationHydrology.Sampler sampler, PopulationHydrology.Plan water, PopulationLavaDeposit.Plan pocket) {
this.seed = seed; this.sampler = sampler; this.water = water; this.pocket = pocket;
}
List<Fall> find() {
List<Candidate> candidates = new ArrayList<>();
// Coarse probes below the surface can see a lower overhang that a heightmap hides.
for (int x = -216; x <= 216; x += 8) for (int z = -216; z <= 216; z += 8) {
if ((long) x * x + (long) z * z >= (long) RADIUS * RADIUS) continue;
for (int y = MIN_SOURCE_Y; y <= MAX_SOURCE_Y; y += 8) {
if (!solid(x, y, z)) continue;
for (int[] d : CARDINALS) {
if (solid(x + d[0] * 4, y, z + d[1] * 4)) continue;
double score = random(seed + y, x + d[0], z + d[1])
+ (MAX_SOURCE_Y - y) * .002;
candidates.add(new Candidate(x, y, z, d[0], d[1], score));
}
}
}
candidates.sort(Comparator.comparingDouble(Candidate::score).reversed()
.thenComparingInt(Candidate::x).thenComparingInt(Candidate::z)
.thenComparingInt(Candidate::y).thenComparingInt(Candidate::dx).thenComparingInt(Candidate::dz));
int attempts = 0;
for (Candidate candidate : candidates) {
if (falls.size() >= MAX_FALLS || attempts++ >= 160) break;
boolean placed = false;
for (int tangent : new int[]{0, -2, 2}) {
for (int along = 0; along < 4; along++) {
int x = candidate.x() + candidate.dx() * along - candidate.dz() * tangent;
int z = candidate.z() + candidate.dz() * along + candidate.dx() * tangent;
for (int dy : new int[]{0, 2, -2, 4, -4}) {
Position source = new Position(x, candidate.y() + dy, z);
if (source.y() < MIN_SOURCE_Y || source.y() > MAX_SOURCE_Y || !separated(source)) continue;
List<Position> supports = niche(source, candidate.dx(), candidate.dz());
if (supports == null) continue;
Position outlet = new Position(x + candidate.dx(), source.y(), z + candidate.dz());
Trace flow = trace(source, outlet);
if (flow == null || flow.bounds().minY() > source.y() - 12 || !clearOfWater(flow.bounds())) continue;
long id = mix(seed ^ (0x1A7AFA11L + falls.size() * 0x9E3779B97F4A7C15L));
falls.add(new Fall(id, source, outlet, flow.path(), flow.bounds(), supports));
placed = true;
break;
}
if (placed) break;
}
if (placed) break;
}
}
return List.copyOf(falls);
}
private boolean separated(Position source) {
PopulationHydrology.FlowBounds point = bounds(source);
if (!clearOfWater(point)) return false;
for (Fall fall : falls) {
if (distanceSquared(source, fall.source()) < 80L * 80
|| distanceSquared(point, fall.flowBounds()) < 40L * 40) return false;
}
for (var cell : pocket.cells()) {
if (distanceSquared(source, new Position(cell.x(), cell.y(), cell.z())) < 32L * 32) return false;
}
return true;
}
private List<Position> niche(Position source, int dx, int dz) {
if (!solid(source)) return null;
Set<Position> supports = new HashSet<>();
// The source sits in rock, with a short intact roof, floor and three back/side faces.
// The spill column needs no floor: its absence is precisely what makes a cascade.
for (int dy = -3; dy <= 8; dy++) {
if (dy == 0) continue;
Position at = new Position(source.x(), source.y() + dy, source.z());
if (!solid(at)) return null;
supports.add(at);
}
for (int[] d : CARDINALS) {
if (d[0] == dx && d[1] == dz) continue;
for (int depth = 1; depth <= 2; depth++) {
Position at = new Position(source.x() + d[0] * depth, source.y(), source.z() + d[1] * depth);
if (!solid(at)) return null;
supports.add(at);
}
}
for (int dy = 0; dy >= -8; dy--) {
if (solid(source.x() + dx, source.y() + dy, source.z() + dz)) return null;
}
return supports.stream().sorted(POSITION_ORDER).toList();
}
private boolean clearOfWater(PopulationHydrology.FlowBounds bounds) {
for (var cell : water.cells()) {
var column = new PopulationHydrology.FlowBounds(cell.x(), cell.bedY() - cell.sedimentDepth() - 1,
cell.z(), cell.x(), Math.max(cell.carveTop(), cell.waterY()), cell.z());
if (distanceSquared(bounds, column) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
for (var spring : water.springs()) {
if (distanceSquared(bounds, spring.flowBounds()) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
for (var spill : water.spills()) {
if (distanceSquared(bounds, spill.flowBounds()) < (long) WATER_CLEARANCE * WATER_CLEARANCE) return false;
}
return true;
}
/** Descending lava resets its horizontal reach to three in this non-ultrawarm dimension.
* Explore all downhill branches through rock, so selection does not depend on chunk order. */
private Trace trace(Position source, Position outlet) {
Map<Position, Integer> reach = new HashMap<>();
Map<Position, Position> parent = new HashMap<>();
ArrayDeque<Node> queue = new ArrayDeque<>();
reach.put(source, HORIZONTAL_REACH);
queue.addLast(new Node(source, HORIZONTAL_REACH));
Position lowest = source;
while (!queue.isEmpty()) {
Node node = queue.removeFirst();
Position at = node.at();
if (node.reach() < reach.getOrDefault(at, -1)) continue;
if (at.y() < lowest.y()) lowest = at;
if (reach.size() > 12000 || Math.abs(at.x() - source.x()) > 64 || Math.abs(at.z() - source.z()) > 64) return null;
if (at.y() <= 0) continue;
Position below = new Position(at.x(), at.y() - 1, at.z());
if (!flowSolid(below, source)) {
enqueue(below, HORIZONTAL_REACH, at, reach, parent, queue);
continue;
}
if (node.reach() <= 0) continue;
for (int[] d : CARDINALS) {
Position next = new Position(at.x() + d[0], at.y(), at.z() + d[1]);
if (!flowSolid(next, source)) enqueue(next, node.reach() - 1, at, reach, parent, queue);
}
}
if (!reach.containsKey(outlet)) return null;
int minX = source.x(), maxX = minX, minY = source.y(), maxY = minY, minZ = source.z(), maxZ = minZ;
for (Position at : reach.keySet()) {
minX = Math.min(minX, at.x()); maxX = Math.max(maxX, at.x());
minY = Math.min(minY, at.y()); maxY = Math.max(maxY, at.y());
minZ = Math.min(minZ, at.z()); maxZ = Math.max(maxZ, at.z());
}
List<Position> path = new ArrayList<>();
for (Position at = lowest; at != null; at = parent.get(at)) path.add(at);
Collections.reverse(path);
return new Trace(List.copyOf(path), new PopulationHydrology.FlowBounds(minX, minY, minZ, maxX, maxY, maxZ));
}
private boolean flowSolid(Position at, Position source) {
if (at.equals(source)) return false;
var cell = water.cellAt(at.x(), at.y(), at.z());
if (cell != null && at.y() > cell.bedY() && at.y() <= cell.carveTop()) return false;
return solid(at);
}
private boolean solid(Position at) { return solid(at.x(), at.y(), at.z()); }
private boolean solid(int x, int y, int z) { return sampler.sample(x, y, z) > 0; }
}
private static void enqueue(Position next, int available, Position from, Map<Position, Integer> reach,
Map<Position, Position> parent, ArrayDeque<Node> queue) {
if (available <= reach.getOrDefault(next, -1)) return;
if (!reach.containsKey(next)) parent.put(next, from);
reach.put(next, available);
queue.addLast(new Node(next, available));
}
private static PopulationHydrology.FlowBounds bounds(Position at) {
return new PopulationHydrology.FlowBounds(at.x(), at.y(), at.z(), at.x(), at.y(), at.z());
}
private static long distanceSquared(Position a, Position b) {
long dx = a.x() - b.x(), dy = a.y() - b.y(), dz = a.z() - b.z();
return dx * dx + dy * dy + dz * dz;
}
private static long distanceSquared(PopulationHydrology.FlowBounds a, PopulationHydrology.FlowBounds b) {
long dx = Math.max(0, Math.max((long) a.minX() - b.maxX(), (long) b.minX() - a.maxX()));
long dy = Math.max(0, Math.max((long) a.minY() - b.maxY(), (long) b.minY() - a.maxY()));
long dz = Math.max(0, Math.max((long) a.minZ() - b.maxZ(), (long) b.minZ() - a.maxZ()));
return dx * dx + dy * dy + dz * dz;
}
private static double random(long seed, int x, int z) {
return (mix(seed ^ ((long) x << 32) ^ (z & 0xffffffffL)) >>> 11) * 0x1.0p-53;
}
private static long mix(long value) {
value = (value ^ (value >>> 30)) * 0xbf58476d1ce4e5b9L;
value = (value ^ (value >>> 27)) * 0x94d049bb133111ebL;
return value ^ (value >>> 31);
}
}
@@ -1,44 +0,0 @@
package fr.koka.sanctuary.worldgen;
import net.minecraft.world.level.block.Block;
import net.minecraft.world.level.block.Blocks;
import net.minecraft.world.level.block.state.BlockState;
/** Alpha.10 shore deposits: broad continuous patches through the existing sediment thickness. */
public final class PopulationMaterials {
private PopulationMaterials() {}
public static BlockState sedimentBlock(PopulationHydrology.Cell cell, long seed, int depth) {
if (cell.material() == PopulationHydrology.ShoreMaterial.GRASS) {
return (depth == 0 ? Blocks.GRASS_BLOCK : Blocks.DIRT).defaultBlockState();
}
if (cell.material() == PopulationHydrology.ShoreMaterial.CLAY) return Blocks.CLAY.defaultBlockState();
double patch = patch(seed, cell.x(), cell.z(), 32);
Block material;
if (cell.hasWater() && patch < 0.24) material = Blocks.CLAY;
else if (patch < 0.53) material = Blocks.SAND;
else if (patch < 0.68) material = Blocks.GRAVEL;
else {
double rock = patch(seed ^ 0x4c6179657273L, cell.x(), cell.z(), 40);
material = rock < 0.28 ? Blocks.GRANITE : rock < 0.45 ? Blocks.DIORITE
: rock < 0.65 ? Blocks.ANDESITE : Blocks.STONE;
}
return material.defaultBlockState();
}
private static double patch(long seed, int x, int z, int scale) {
int gx = Math.floorDiv(x, scale), gz = Math.floorDiv(z, scale);
double tx = smooth(Math.floorMod(x, scale) / (double) scale);
double tz = smooth(Math.floorMod(z, scale) / (double) scale);
double near = lerp(value(seed, gx, gz), value(seed, gx + 1, gz), tx);
double far = lerp(value(seed, gx, gz + 1), value(seed, gx + 1, gz + 1), tx);
return lerp(near, far, tz);
}
private static double value(long seed, int x, int z) {
return (WoodlandGroveGeometry.seed(seed, x, 0, z, 0x53484f5245L) >>> 11) * 0x1.0p-53;
}
private static double smooth(double t) { return t * t * (3 - 2 * t); }
private static double lerp(double a, double b, double t) { return a + (b - a) * t; }
}
@@ -1,15 +0,0 @@
package fr.koka.sanctuary.worldgen;
/** Local ownership of one 512-block planning region, with unused space at each edge. */
final class PopulationOwnership {
private PopulationOwnership() {}
static boolean contains(int x, int z, int margin) {
return x >= -256 + margin && x <= 255 - margin
&& z >= -256 + margin && z <= 255 - margin;
}
static boolean contains(int minX, int minZ, int maxX, int maxZ, int margin) {
return contains(minX, minZ, margin) && contains(maxX, maxZ, margin);
}
}
@@ -1,25 +0,0 @@
package fr.koka.sanctuary.worldgen;
import java.util.Objects;
import java.util.concurrent.ConcurrentHashMap;
import java.util.function.Supplier;
/** Completed plans remain readable while one new region uses temporary planning memory. */
final class PopulationPlanCache<K, V> {
private final ConcurrentHashMap<K, V> completed = new ConcurrentHashMap<>();
V getOrCreate(K key, Supplier<V> create) {
V value = completed.get(key);
if (value != null) return value;
synchronized (this) {
value = completed.get(key);
if (value == null) {
value = Objects.requireNonNull(create.get());
completed.put(key, value);
}
return value;
}
}
int size() { return completed.size(); }
}

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