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.
48 lines
1.6 KiB
C#
48 lines
1.6 KiB
C#
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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namespace VoxelEngine.Tests.WorldGen;
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public class BiomeTests
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{
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[Fact]
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public void Desert_TopAndFiller_AreSand()
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{
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var blocks = new BlockRegistry();
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var biomes = new BiomeRegistry(42, blocks, new Configuration());
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Assert.Equal("Sand", biomes.Desert.Surface.Top.Name);
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Assert.Equal("Sand", biomes.Desert.Surface.Filler.Name);
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}
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[Fact]
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public void Mountains_UseSnowAboveSnowLine_StoneBelow()
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{
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var blocks = new BlockRegistry();
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var biomes = new BiomeRegistry(42, blocks, new Configuration());
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Assert.Equal("Stone", biomes.Mountains.TopBlock(200).Name); // below snow line
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Assert.Equal("Snow Block", biomes.Mountains.TopBlock(420).Name); // above snow line (384)
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}
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[Fact]
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public void Plains_TopBlock_IsGrass_RegardlessOfHeight()
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{
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var blocks = new BlockRegistry();
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var biomes = new BiomeRegistry(42, blocks, new Configuration());
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Assert.Equal("Grass", biomes.Plains.TopBlock(40).Name);
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Assert.Equal("Grass", biomes.Plains.TopBlock(120).Name);
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}
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[Fact]
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public void SampleHeight_IsDeterministic()
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{
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var blocks = new BlockRegistry();
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var biomes = new BiomeRegistry(42, blocks, new Configuration());
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var noise = new NoiseSource(42, new Configuration());
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float h1 = biomes.Mountains.SampleHeight(noise, 100f, 200f);
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float h2 = biomes.Mountains.SampleHeight(noise, 100f, 200f);
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Assert.Equal(h1, h2);
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}
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}
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