feat(world-gen): implement noise-threshold cave pass
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@@ -35,4 +35,84 @@ public class CaveCarverTests
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for (int z = 0; z < Chunk.Size; z++)
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for (int z = 0; z < Chunk.Size; z++)
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Assert.Equal(Blocks.Air.Id, c[x, y, z]);
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Assert.Equal(Blocks.Air.Id, c[x, y, z]);
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}
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}
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[Fact]
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public void NoiseCaves_OnlyConvertsSolidToAir_NeverWaterNeverOtherBlocks()
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{
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var carver = new CaveCarver(seed: 42, Blocks, Cfg);
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Chunk c = MakeStoneChunk();
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// Plant some water and air voxels we expect untouched.
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c[1, 1, 1] = Blocks.Water.Id;
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c[2, 2, 2] = Blocks.Air.Id;
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carver.CarveNoiseCaves(c, new Vector3i(0, 4, 0));
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Assert.Equal(Blocks.Water.Id, c[1, 1, 1]); // water survived
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Assert.Equal(Blocks.Air.Id, c[2, 2, 2]); // air survived
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// Spot-check that everywhere else is either Stone or Air (no other blocks).
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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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{
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ushort id = c[x, y, z];
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Assert.True(
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id == Blocks.Stone.Id || id == Blocks.Air.Id || id == Blocks.Water.Id,
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$"unexpected block id {id} at ({x},{y},{z})");
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}
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}
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[Fact]
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public void NoiseCaves_IsDeterministic_ForSameSeedAndChunkPos()
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{
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var carver1 = new CaveCarver(seed: 1234, Blocks, Cfg);
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var carver2 = new CaveCarver(seed: 1234, Blocks, Cfg);
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Chunk a = MakeStoneChunk();
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Chunk b = MakeStoneChunk();
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carver1.CarveNoiseCaves(a, new Vector3i(2, 4, 3));
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carver2.CarveNoiseCaves(b, new Vector3i(2, 4, 3));
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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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[Fact]
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public void NoiseCaves_RespectsBedrockFloor_DoesNotCarveBelowY1()
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{
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// ChunkPos.Y = 0 means worldY ranges 0..15. We require Y=0 stays solid.
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var carver = new CaveCarver(seed: 42, Blocks, Cfg);
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Chunk c = MakeStoneChunk();
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carver.CarveNoiseCaves(c, new Vector3i(0, 0, 0));
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for (int x = 0; x < Chunk.Size; x++)
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for (int z = 0; z < Chunk.Size; z++)
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Assert.Equal(Blocks.Stone.Id, c[x, 0, z]); // worldY = 0 is bedrock
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}
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[Fact]
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public void NoiseCaves_SeamContinuity_AdjacentChunksAgreeAtBoundary()
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{
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var carver = new CaveCarver(seed: 7, Blocks, Cfg);
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Chunk c1 = MakeStoneChunk();
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Chunk c2 = MakeStoneChunk();
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carver.CarveNoiseCaves(c1, new Vector3i(0, 4, 0));
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carver.CarveNoiseCaves(c2, new Vector3i(1, 4, 0));
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int airAtSeamC1 = 0, airAtSeamC2 = 0;
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for (int y = 1; y < Chunk.Size; y++)
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for (int z = 0; z < Chunk.Size; z++)
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{
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if (c1[15, y, z] == Blocks.Air.Id) airAtSeamC1++;
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if (c2[0, y, z] == Blocks.Air.Id) airAtSeamC2++;
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}
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// Sanity: noise threshold = -0.3 yields some carved cells in each.
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Assert.True(airAtSeamC1 > 0, "c1 seam column had no air — carve too sparse?");
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Assert.True(airAtSeamC2 > 0, "c2 seam column had no air — carve too sparse?");
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}
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}
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}
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@@ -28,6 +28,34 @@ public sealed class CaveCarver
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public void Carve(VoxelChunk chunk, Vector3i chunkPos)
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public void Carve(VoxelChunk chunk, Vector3i chunkPos)
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{
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{
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// Implemented in Tasks 5 and 6.
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this.CarveNoiseCaves(chunk, chunkPos);
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// Worm pass added in Task 6.
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}
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// Per-voxel 3D simplex threshold. Public for direct testability,
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// matching the pattern of WorldGenerator.BlockAt.
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public void CarveNoiseCaves(VoxelChunk chunk, Vector3i chunkPos)
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{
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int baseX = chunkPos.X * VoxelChunk.Size;
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int baseY = chunkPos.Y * VoxelChunk.Size;
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int baseZ = chunkPos.Z * VoxelChunk.Size;
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for (int x = 0; x < VoxelChunk.Size; x++)
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for (int y = 0; y < VoxelChunk.Size; y++)
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for (int z = 0; z < VoxelChunk.Size; z++)
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{
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int worldY = baseY + y;
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if (worldY <= 0) continue;
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ushort id = chunk[x, y, z];
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if (id == this._blocks.Air.Id) continue;
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if (id == this._blocks.Water.Id) continue;
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float density = this._caveNoise.GetNoise(baseX + x, worldY, baseZ + z);
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if (density < this._cfg.CaveNoiseThreshold)
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{
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chunk[x, y, z] = this._blocks.Air.Id;
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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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