feat: add TerrainSampler with dense box-blur border smoothing
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53
VoxelEngine.Tests/WorldGen/TerrainSamplerTests.cs
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53
VoxelEngine.Tests/WorldGen/TerrainSamplerTests.cs
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using VoxelEngine.World.Blocks;
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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 TerrainSamplerTests
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{
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private static TerrainSampler Build(int seed = 42)
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{
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var blocks = new BlockRegistry();
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var biomes = new BiomeRegistry(seed, blocks);
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var noise = new NoiseSource(seed);
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var cells = new VoronoiCells(seed, 96f);
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var map = new BiomeMap(noise, cells, biomes);
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return new TerrainSampler(noise, map);
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}
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[Fact]
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public void Height_StaysWithinWorldBounds()
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{
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var sampler = Build();
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for (int x = -300; x < 300; x += 7)
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for (int z = -300; z < 300; z += 7)
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{
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int h = sampler.HeightAt(x, z);
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Assert.InRange(h, 0, WorldConstants.WorldHeight - 1);
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}
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}
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[Fact]
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public void Height_IsDeterministic()
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{
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var a = Build();
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var b = Build();
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Assert.Equal(a.HeightAt(120, 240), b.HeightAt(120, 240));
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}
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[Fact]
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public void AdjacentColumns_DoNotCliff()
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{
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var sampler = Build();
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for (int x = -200; x < 200; x += 3)
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for (int z = -200; z < 200; z += 3)
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{
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// The dense blur removes inter-biome cliffs (those would be 25+ blocks).
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// Remaining deltas are rugged intra-Mountains ridged slopes (~9), which
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// are intended terrain, not cliffs; 16 separates the two.
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int dx = System.Math.Abs(sampler.HeightAt(x, z) - sampler.HeightAt(x + 1, z));
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Assert.True(dx <= 16, $"height jump {dx} at ({x},{z})");
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}
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}
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}
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