feat: add WorldGenerator filling vertical chunk stacks
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70
VoxelEngine.Tests/WorldGen/WorldGeneratorTests.cs
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70
VoxelEngine.Tests/WorldGen/WorldGeneratorTests.cs
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using OpenTK.Mathematics;
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using VoxelEngine.World.Blocks;
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using VoxelEngine.World.Chunk;
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using VoxelEngine.World.WorldGen;
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using Xunit;
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namespace VoxelEngine.Tests.WorldGen;
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public class WorldGeneratorTests
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{
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private static BlockRegistry Blocks => new();
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[Fact]
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public void BlockAt_AboveTerrainAndSea_IsAir()
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{
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var blocks = Blocks;
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var biomes = new BiomeRegistry(1, blocks);
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ushort id = WorldGenerator.BlockAt(80, surfaceHeight: 70, biomes.Plains, blocks);
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Assert.Equal(blocks.Air.Id, id); // 80 > 70 and 80 > SeaLevel(64)
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}
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[Fact]
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public void BlockAt_AboveTerrainBelowSea_IsWater()
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{
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var blocks = Blocks;
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var biomes = new BiomeRegistry(1, blocks);
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ushort id = WorldGenerator.BlockAt(60, surfaceHeight: 50, biomes.Plains, blocks);
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Assert.Equal(blocks.Water.Id, id); // 60 > 50 but 60 <= SeaLevel(64)
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}
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[Fact]
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public void BlockAt_Surface_IsBiomeTop()
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{
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var blocks = Blocks;
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var biomes = new BiomeRegistry(1, blocks);
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ushort id = WorldGenerator.BlockAt(70, surfaceHeight: 70, biomes.Desert, blocks);
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Assert.Equal(blocks.Sand.Id, id);
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}
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[Fact]
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public void BlockAt_FillerBand_IsBiomeFiller()
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{
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var blocks = Blocks;
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var biomes = new BiomeRegistry(1, blocks);
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ushort id = WorldGenerator.BlockAt(68, surfaceHeight: 70, biomes.Plains, blocks);
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Assert.Equal(blocks.Dirt.Id, id); // within 3 of surface
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}
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[Fact]
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public void BlockAt_Deep_IsStone()
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{
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var blocks = Blocks;
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var biomes = new BiomeRegistry(1, blocks);
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ushort id = WorldGenerator.BlockAt(40, surfaceHeight: 70, biomes.Plains, blocks);
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Assert.Equal(blocks.Stone.Id, id);
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}
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[Fact]
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public void Generate_IsDeterministic()
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{
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var gen1 = new WorldGenerator(99, Blocks);
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var gen2 = new WorldGenerator(99, Blocks);
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Chunk a = gen1.Generate(new Vector3i(0, 4, 0));
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Chunk b = gen2.Generate(new Vector3i(0, 4, 0));
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for (int x = 0; x < Chunk.Size; x++)
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for (int y = 0; y < Chunk.Size; y++)
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for (int z = 0; z < Chunk.Size; z++)
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Assert.Equal(a[x, y, z], b[x, y, z]);
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}
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}
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