using VoxelEngine.World.Blocks; using VoxelEngine.World.WorldGen; using Xunit; namespace VoxelEngine.Tests.WorldGen; public class BiomeMapTests { private static (BiomeMap map, BiomeRegistry biomes) Build(int seed = 42) { var blocks = new BlockRegistry(); var biomes = new BiomeRegistry(seed, blocks); var noise = new NoiseSource(seed); var cells = new VoronoiCells(seed, 96f); return (new BiomeMap(noise, cells, biomes), biomes); } [Fact] public void Classify_HighElevation_IsMountains() { var (_, biomes) = Build(); Assert.Same(biomes.Mountains, BiomeMap.Classify(0f, 0.5f, 0f, biomes)); } [Fact] public void Classify_HotLowElevation_IsDesert() { var (_, biomes) = Build(); Assert.Same(biomes.Desert, BiomeMap.Classify(0.5f, 0f, 0f, biomes)); } [Fact] public void Classify_TemperateWooded_IsForest() { var (_, biomes) = Build(); Assert.Same(biomes.Forest, BiomeMap.Classify(0f, 0f, 0.5f, biomes)); } [Fact] public void Classify_ColdLow_IsPlains() { var (_, biomes) = Build(); Assert.Same(biomes.Plains, BiomeMap.Classify(-0.9f, 0f, 0f, biomes)); } [Fact] public void BiomeAt_IsConstantWithinACell() { var (map, _) = Build(); IBiome a = map.BiomeAt(500f, 500f); IBiome b = map.BiomeAt(500.01f, 500.01f); // same cell Assert.Same(a, b); } }