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.
55 lines
1.7 KiB
C#
55 lines
1.7 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 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, 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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var map = new BiomeMap(noise, cells, biomes, new Configuration());
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return new TerrainSampler(noise, map, new Configuration());
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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. Remaining deltas are
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// rugged intra-Mountains ridged slopes, now ~4x larger after the
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// 128->512 rescale; 64 separates intended slopes from true cliffs.
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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 <= 64, $"height jump {dx} at ({x},{z})");
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}
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}
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}
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