Deeper is richer: about 4.7x the ore in a world, shallow layers unchanged (t3)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -324,7 +324,7 @@ Weather: clouds from steam, rain and snow, and the world water count.
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simTick: one simulation step, in order.
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simTick: one simulation step, in order.
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- functions: simTick
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- functions: simTick
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### src/sim/worldgen.js (316 lines)
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### src/sim/worldgen.js (322 lines)
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World generation: noise, layers, ores, caves, water, trees, and clearing tiny hard specks.
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World generation: noise, layers, ores, caves, water, trees, and clearing tiny hard specks.
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- functions: makeNoise, fbm, clearHardSpecks, generateWorld
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- functions: makeNoise, fbm, clearHardSpecks, generateWorld
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- variables: SPECK_MIN
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- variables: SPECK_MIN
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@@ -177,22 +177,28 @@ function generateWorld(seedIn, w, h, onProgress) {
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}
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}
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// ores
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// ores
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if (m === STONE || m === DIRT || m === GRANITE || m === BASALT || m === CLAY) {
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if (m === STONE || m === DIRT || m === GRANITE || m === BASALT || m === CLAY) {
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// Leave the shallow quarter unchanged; deeper rock has broader, richer lenses.
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const rich = Math.min(1, Math.max(0, (fy - 0.25) / 0.6));
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const c = nCoal(x / 13, y / 9);
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const c = nCoal(x / 13, y / 9);
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if (d > 6 && fy < 0.45 && c > 0.5 && m !== CLAY) m = COALV;
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if ((d > 6 && fy < 0.45 && c > 0.5 - 0.55 * rich && m !== CLAY) ||
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(m === BASALT && fy > 0.6 && c > 0.58 - 0.4 * rich)) m = COALV;
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else {
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else {
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const cu = nCu(x / 9, y / 8);
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const cu = nCu(x / 9, y / 8);
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const cuBand = d > 14 && fy < 0.48;
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const cuBand = d > 14 && fy < 0.48;
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if (cuBand && (m === STONE || m === DIRT) && cu > (d < 140 ? 0.5 : 0.56)) m = CUV;
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if ((cuBand && (m === STONE || m === DIRT) && cu > (d < 140 ? 0.5 : 0.56) - 0.65 * rich) ||
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(fy > 0.48 && fy < 0.8 && (m === STONE || m === GRANITE) && cu > 0.6 - 0.46 * rich)) m = CUV;
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else {
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else {
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// iron and zinc are harder than the stone around them, so they come in fewer, chunkier
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// iron and zinc are harder than the stone around them, so they come in fewer, chunkier
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// lenses rather than a scatter of specks that a stone bit would leave in the way
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// lenses rather than a scatter of specks that a stone bit would leave in the way
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const fe = nFe(x / 24, y / 13);
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const fe = nFe(x / 24, y / 13);
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if (fy > 0.28 && (m === STONE || m === GRANITE || m === BASALT) && fe > (m === STONE ? 0.55 : 0.47)) m = FEV;
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if (fy > 0.28 && (m === STONE || m === GRANITE || m === BASALT) && fe > (m === STONE ? 0.55 : 0.47) - 0.55 * rich) m = FEV;
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// rarer ores in deeper bands: tin, then zinc, silver in granite, gold deepest
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// rarer ores in deeper bands: tin, then zinc, silver in granite, gold deepest
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else if (fy > 0.15 && fy < 0.55 && m === STONE && nSn(x / 8, y / 7) > 0.62) m = SNV;
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else if (((fy > 0.15 && fy < 0.55 && m === STONE) ||
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else if (fy > 0.35 && fy < 0.78 && (m === STONE || m === GRANITE) && nZn(x / 22, y / 13) > 0.6) m = ZNV;
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(fy >= 0.55 && fy < 0.8 && (m === STONE || m === GRANITE))) &&
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else if (fy > 0.5 && fy < 0.88 && m === GRANITE && nAg(x / 7, y / 6) > 0.66) m = AGV;
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nSn(x / 8, y / 7) > 0.62 + Math.max(0, fy - 0.55) * 0.4 - 0.425 * rich) m = SNV;
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else if (fy > 0.68 && (m === GRANITE || m === BASALT) && nAu(x / 6, y / 5) > 0.7) m = AUV;
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else if (fy > 0.35 && fy < 0.78 && (m === STONE || m === GRANITE) && nZn(x / 22, y / 13) > 0.6 - 0.49 * rich) m = ZNV;
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else if (fy > 0.5 && fy < 0.88 && m === GRANITE && nAg(x / 7, y / 6) > 0.66 - 0.32 * rich) m = AGV;
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else if (fy > 0.68 && (m === GRANITE || m === BASALT) && nAu(x / 6, y / 5) > 0.7 - 0.18 * rich) m = AUV;
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}
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}
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}
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}
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}
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}
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@@ -134,6 +134,48 @@ const shallowOre = run('(()=>{let cu=0,fe=0;for(let x=0;x<W;x++)for(let d=0;d<15
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check('copper and iron ore are within reach of the surface', shallowOre[0] > 2000 && shallowOre[1] > 200, shallowOre);
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check('copper and iron ore are within reach of the surface', shallowOre[0] > 2000 && shallowOre[1] > 200, shallowOre);
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check('the deep layers fill the extra depth', run('depthY(0.905) - surfBase') > 600 && run('Math.abs(depthY(0.28) - surfBase - 131) <= 1'), run('[depthY(0.28), depthY(0.5), depthY(0.905)].map(y => y - surfBase)'));
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check('the deep layers fill the extra depth', run('depthY(0.905) - surfBase') > 600 && run('Math.abs(depthY(0.28) - surfBase - 131) <= 1'), run('[depthY(0.28), depthY(0.5), depthY(0.905)].map(y => y - surfBase)'));
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check('it is still warm a hundred cells above the ground', run('AMB[surfBase - 100]') > 0, run('AMB[surfBase - 100].toFixed(1)'));
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check('it is still warm a hundred cells above the ground', run('AMB[surfBase - 100]') > 0, run('AMB[surfBase - 100].toFixed(1)'));
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// Compare ore density in the generated shallow and deep underground, excluding air.
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const oreDepth = run(`(() => {
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let shallow = 0, shallowOre = 0, deep = 0, deepOre = 0, deepCu = 0;
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const ores = [COALV, CUV, FEV, SNV, ZNV, AGV, AUV];
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for (let y = 0; y < H; y++) {
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const d = y - surfBase;
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const fy = d <= shallowD ? d / shallowD * 0.3 : 0.3 + (d - shallowD) / (underD - shallowD) * 0.7;
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for (let x = 0; x < W; x++) {
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const m = mat[y * W + x];
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if (y < surfY[x] || m === EMPTY) continue;
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const ore = ores.includes(m);
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if (fy < 0.25) { shallow++; if (ore) shallowOre++; }
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if (fy > 0.6) { deep++; if (ore) deepOre++; }
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if (fy > 0.5 && m === CUV) deepCu++;
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}
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}
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return [shallowOre / shallow, deepOre / deep, deepCu];
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})()`);
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check('deep ground has at least three times the shallow ore density', oreDepth[1] >= 3 * oreDepth[0], `shallow ${oreDepth[0]}, deep ${oreDepth[1]}`);
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check('copper veins also form below half depth', oreDepth[2] > 0, oreDepth[2]);
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// Medium seed 424242: keep each ore's increase within its intended balance.
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run('generateWorld(424242, 3072, 1280, null)');
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const oreBalance = run(`(() => {
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const ids = [COALV, CUV, FEV, ZNV, SNV, AGV, AUV], counts = ids.map(() => 0);
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let shallowHash = 2166136261;
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for (let y = 0; y < H; y++) for (let x = 0; x < W; x++) {
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const m = mat[y * W + x], j = ids.indexOf(m);
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if (j >= 0) counts[j]++;
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if (depthU(y) < 0.25) shallowHash = Math.imul(shallowHash ^ (j >= 0 ? m : 0), 16777619) >>> 0;
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}
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return { counts, shallowHash };
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})()`);
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const oldOre = [33493, 26508, 77679, 11797, 7723, 3638, 1681];
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const oreNames = ['coal', 'copper', 'iron', 'zinc', 'tin', 'silver', 'gold'];
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oreNames.forEach((name, j) => {
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const ratio = oreBalance.counts[j] / oldOre[j];
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const lo = j < 2 ? 4.5 : j < 5 ? 4 : 3, hi = j < 2 ? 5.5 : j < 5 ? 5 : 4;
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check(`${name} stays within its intended increase`, ratio >= lo && ratio <= hi, ratio.toFixed(2));
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});
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const totalOre = oreBalance.counts.reduce((a, b) => a + b, 0);
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check('total ore is about 4.5 to 5 times the original', totalOre >= 162519 * 4.5 && totalOre <= 162519 * 5, totalOre);
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check('shallow ore matches the original generator', oreBalance.shallowHash === 706875613, oreBalance.shallowHash);
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run('generateWorld(99, 4096, 1536, null)');
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run('generateWorld(99, 4096, 1536, null)');
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const marks = run('(()=>{let lakes=0,peaks=0,inLake=false;for(let x=1;x<W-1;x++){const l=mat[(surfY[x]-1)*W+x]===WATER;if(l&&!inLake)lakes++;inLake=l;if(surfY[x]<surfBase-100&&surfY[x]<=surfY[x-1]&&surfY[x]<surfY[x+1])peaks++;}return [lakes,peaks]})()');
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const marks = run('(()=>{let lakes=0,peaks=0,inLake=false;for(let x=1;x<W-1;x++){const l=mat[(surfY[x]-1)*W+x]===WATER;if(l&&!inLake)lakes++;inLake=l;if(surfY[x]<surfBase-100&&surfY[x]<=surfY[x-1]&&surfY[x]<surfY[x+1])peaks++;}return [lakes,peaks]})()');
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check('a large world has several lakes and mountains across it', marks[0] >= 2 && marks[1] >= 2, marks);
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check('a large world has several lakes and mountains across it', marks[0] >= 2 && marks[1] >= 2, marks);
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