feat: make Sand/Snow opaque and register Sand/Snow/Water blocks
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@@ -49,4 +49,26 @@ public class BlockRegistryTests
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Assert.Equal((ushort)2, registry.Dirt.Id);
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Assert.Equal((ushort)3, registry.Grass.Id);
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}
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[Fact]
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public void SandAndSnow_AreOpaque_WaterIsOpaque()
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{
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var registry = new BlockRegistry();
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Assert.True(registry.Get(4).IsOpaque); // Sand
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Assert.True(registry.Get(5).IsOpaque); // Snow
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Assert.True(registry.Get(6).IsOpaque); // Water (single-pass renderer => opaque)
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}
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[Fact]
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public void Registry_ResolvesAllSevenBlocks()
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{
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var registry = new BlockRegistry();
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Assert.Equal("Air", registry.Get(0).Name);
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Assert.Equal("Stone", registry.Get(1).Name);
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Assert.Equal("Dirt", registry.Get(2).Name);
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Assert.Equal("Grass", registry.Get(3).Name);
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Assert.Equal("Sand", registry.Get(4).Name);
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Assert.Equal("Snow Block", registry.Get(5).Name);
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Assert.Equal("Water", registry.Get(6).Name);
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}
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}
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0
World/Blocks/BlockIds.txt
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0
World/Blocks/BlockIds.txt
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@@ -8,11 +8,15 @@ public sealed class BlockRegistry
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public StoneBlock Stone { get; } = new();
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public DirtBlock Dirt { get; } = new();
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public GrassBlock Grass { get; } = new();
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public SandBlock Sand { get; } = new();
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public SnowBlock Snow { get; } = new();
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public WaterBlock Water { get; } = new();
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public BlockRegistry()
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{
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// Index by id. Order does not matter; slot = block.Id.
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IBlock[] blocks = new IBlock[] { this.Air, this.Stone, this.Dirt, this.Grass };
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IBlock[] blocks = new IBlock[]
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{ this.Air, this.Stone, this.Dirt, this.Grass, this.Sand, this.Snow, this.Water };
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this._byId = new IBlock[blocks.Length];
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foreach (IBlock block in blocks)
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{
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10
World/Blocks/SandBlock.cs
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10
World/Blocks/SandBlock.cs
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@@ -0,0 +1,10 @@
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namespace VoxelEngine.World.Blocks;
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public class SandBlock : IBlock
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{
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public ushort Id => 4;
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public string Name => "Sand";
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public bool IsOpaque => true;
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public bool IsSolid => true;
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public TileCoord GetTextureTile(BlockFace face) => new(2, 1);
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}
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16
World/Blocks/SnowBlock.cs
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16
World/Blocks/SnowBlock.cs
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@@ -0,0 +1,16 @@
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namespace VoxelEngine.World.Blocks;
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public class SnowBlock : IBlock
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{
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public ushort Id => 5;
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public string Name => "Snow Block";
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public bool IsOpaque => true;
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public bool IsSolid => true;
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public TileCoord GetTextureTile(BlockFace face) => face switch
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{
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BlockFace.Top => new TileCoord(2, 0),
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BlockFace.Bottom => new TileCoord(0, 0),
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_ => new TileCoord(3, 0)
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};
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}
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6
World/Blocks/WaterBlock.cs
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6
World/Blocks/WaterBlock.cs
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@@ -0,0 +1,6 @@
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namespace VoxelEngine.World.Blocks;
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public class WaterBlock
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{
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}
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