feat(world-gen): larger biomes, smooth height blending, capped mountains; centralize tunables in Configuration
Terrain feel: biome regions ~10x larger (Voronoi cell size 96->960); terrain height now eases across biome borders via a Voronoi distance blend (smooth, and ~25x cheaper than the old 169-sample box blur); mountains capped to ~2/3 world height and gentled (ridged amplitude/frequency lowered), snow line lowered to match. Centralization: ~27 world-gen/render tuning constants (biome amplitudes & frequencies, climate-noise frequencies/octaves, biome-selection thresholds, blend width, cell size, filler depth, snow line, camera near plane, spawn offset, overlay scale) hoisted from scattered literals into a region-organized, fully-commented Configuration. Configuration is threaded into NoiseSource, the biomes, BiomeRegistry, BiomeMap (+Classify), TerrainSampler, WorldGenerator (+BlockAt filler depth), and Camera via Player. Defaults equal the prior values, so generation is unchanged; worldgen tests updated for the new constructor signatures.
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@@ -1,3 +1,4 @@
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using VoxelEngine.Core;
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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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@@ -9,38 +10,38 @@ public class BiomeMapTests
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private static (BiomeMap map, BiomeRegistry biomes) 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 biomes = new BiomeRegistry(seed, blocks, new Configuration());
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var noise = new NoiseSource(seed, new Configuration());
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var cells = new VoronoiCells(seed, 96f);
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return (new BiomeMap(noise, cells, biomes), biomes);
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return (new BiomeMap(noise, cells, biomes, new Configuration()), biomes);
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}
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[Fact]
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public void Classify_HighElevation_IsMountains()
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{
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var (_, biomes) = Build();
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Assert.Same(biomes.Mountains, BiomeMap.Classify(0f, 0.5f, 0f, biomes));
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Assert.Same(biomes.Mountains, BiomeMap.Classify(0f, 0.5f, 0f, biomes, new Configuration()));
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}
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[Fact]
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public void Classify_HotLowElevation_IsDesert()
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{
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var (_, biomes) = Build();
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Assert.Same(biomes.Desert, BiomeMap.Classify(0.5f, 0f, 0f, biomes));
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Assert.Same(biomes.Desert, BiomeMap.Classify(0.5f, 0f, 0f, biomes, new Configuration()));
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}
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[Fact]
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public void Classify_TemperateWooded_IsForest()
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{
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var (_, biomes) = Build();
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Assert.Same(biomes.Forest, BiomeMap.Classify(0f, 0f, 0.5f, biomes));
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Assert.Same(biomes.Forest, BiomeMap.Classify(0f, 0f, 0.5f, biomes, new Configuration()));
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}
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[Fact]
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public void Classify_ColdLow_IsPlains()
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{
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var (_, biomes) = Build();
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Assert.Same(biomes.Plains, BiomeMap.Classify(-0.9f, 0f, 0f, biomes));
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Assert.Same(biomes.Plains, BiomeMap.Classify(-0.9f, 0f, 0f, biomes, new Configuration()));
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}
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[Fact]
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