feat(world-gen): implement noise-threshold cave pass
This commit is contained in:
@@ -35,4 +35,84 @@ public class CaveCarverTests
|
||||
for (int z = 0; z < Chunk.Size; z++)
|
||||
Assert.Equal(Blocks.Air.Id, c[x, y, z]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NoiseCaves_OnlyConvertsSolidToAir_NeverWaterNeverOtherBlocks()
|
||||
{
|
||||
var carver = new CaveCarver(seed: 42, Blocks, Cfg);
|
||||
Chunk c = MakeStoneChunk();
|
||||
|
||||
// Plant some water and air voxels we expect untouched.
|
||||
c[1, 1, 1] = Blocks.Water.Id;
|
||||
c[2, 2, 2] = Blocks.Air.Id;
|
||||
|
||||
carver.CarveNoiseCaves(c, new Vector3i(0, 4, 0));
|
||||
|
||||
Assert.Equal(Blocks.Water.Id, c[1, 1, 1]); // water survived
|
||||
Assert.Equal(Blocks.Air.Id, c[2, 2, 2]); // air survived
|
||||
|
||||
// Spot-check that everywhere else is either Stone or Air (no other blocks).
|
||||
for (int x = 0; x < Chunk.Size; x++)
|
||||
for (int y = 0; y < Chunk.Size; y++)
|
||||
for (int z = 0; z < Chunk.Size; z++)
|
||||
{
|
||||
ushort id = c[x, y, z];
|
||||
Assert.True(
|
||||
id == Blocks.Stone.Id || id == Blocks.Air.Id || id == Blocks.Water.Id,
|
||||
$"unexpected block id {id} at ({x},{y},{z})");
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NoiseCaves_IsDeterministic_ForSameSeedAndChunkPos()
|
||||
{
|
||||
var carver1 = new CaveCarver(seed: 1234, Blocks, Cfg);
|
||||
var carver2 = new CaveCarver(seed: 1234, Blocks, Cfg);
|
||||
Chunk a = MakeStoneChunk();
|
||||
Chunk b = MakeStoneChunk();
|
||||
|
||||
carver1.CarveNoiseCaves(a, new Vector3i(2, 4, 3));
|
||||
carver2.CarveNoiseCaves(b, new Vector3i(2, 4, 3));
|
||||
|
||||
for (int x = 0; x < Chunk.Size; x++)
|
||||
for (int y = 0; y < Chunk.Size; y++)
|
||||
for (int z = 0; z < Chunk.Size; z++)
|
||||
Assert.Equal(a[x, y, z], b[x, y, z]);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NoiseCaves_RespectsBedrockFloor_DoesNotCarveBelowY1()
|
||||
{
|
||||
// ChunkPos.Y = 0 means worldY ranges 0..15. We require Y=0 stays solid.
|
||||
var carver = new CaveCarver(seed: 42, Blocks, Cfg);
|
||||
Chunk c = MakeStoneChunk();
|
||||
|
||||
carver.CarveNoiseCaves(c, new Vector3i(0, 0, 0));
|
||||
|
||||
for (int x = 0; x < Chunk.Size; x++)
|
||||
for (int z = 0; z < Chunk.Size; z++)
|
||||
Assert.Equal(Blocks.Stone.Id, c[x, 0, z]); // worldY = 0 is bedrock
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NoiseCaves_SeamContinuity_AdjacentChunksAgreeAtBoundary()
|
||||
{
|
||||
var carver = new CaveCarver(seed: 7, Blocks, Cfg);
|
||||
Chunk c1 = MakeStoneChunk();
|
||||
Chunk c2 = MakeStoneChunk();
|
||||
|
||||
carver.CarveNoiseCaves(c1, new Vector3i(0, 4, 0));
|
||||
carver.CarveNoiseCaves(c2, new Vector3i(1, 4, 0));
|
||||
|
||||
int airAtSeamC1 = 0, airAtSeamC2 = 0;
|
||||
for (int y = 1; y < Chunk.Size; y++)
|
||||
for (int z = 0; z < Chunk.Size; z++)
|
||||
{
|
||||
if (c1[15, y, z] == Blocks.Air.Id) airAtSeamC1++;
|
||||
if (c2[0, y, z] == Blocks.Air.Id) airAtSeamC2++;
|
||||
}
|
||||
// Sanity: noise threshold = -0.3 yields some carved cells in each.
|
||||
Assert.True(airAtSeamC1 > 0, "c1 seam column had no air — carve too sparse?");
|
||||
Assert.True(airAtSeamC2 > 0, "c2 seam column had no air — carve too sparse?");
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user