RegionIO/internal/world/biome_lookup_test.go
Master290 d3142e7687 3D per-cell biomes (4x4x4) with surface/underground/cave layers
- Chunk stores per-section biome arrays (64 cells/section); flat generators
  keep the uniform single-valued fallback.
- New writeBiomePalette uses min 1 bpe and direct at registry width (65 biomes).
- Climate sampler splits 2D axes (sampled once per column) from 3D depth
  (per cell), keeping per-cell cost to a single density-function compute.
- Full biome parameter table (surface + underground twins + lush/dripstone/
  deep_dark caves) with depth as a true range, not a binary layer.
- fillBiomes3D fills the 1536 cells/chunk in parallel; <0.3ms overhead vs
  baseline chunk gen (benchmark-verified).
- Tests: cave-biome resolution, per-cell variation, flat-world regression,
  registry-range validity, plus chunk-gen and per-cell benchmarks.
2026-06-24 01:04:01 +03:00

92 lines
3.1 KiB
Go

package world
import (
"testing"
"regionio/internal/registry"
"regionio/internal/worldgen"
)
// TestBiomeAtDeterministic checks BiomeAt is stable for fixed seed/coords and
// resolves to a registry-known biome (not a fallback placeholder).
func TestBiomeAtDeterministic(t *testing.T) {
od, err := worldgen.LoadOverworldFinalDensity(12345)
if err != nil {
t.Fatalf("load: %v", err)
}
id1 := BiomeAt(od, 100, 200)
id2 := BiomeAt(od, 100, 200)
if id1 != id2 {
t.Fatalf("BiomeAt not deterministic: %d vs %d", id1, id2)
}
// The returned ID must be a valid registry biome, not the plains fallback by
// accident — resolve it back and confirm plains only when genuinely plains.
if int(id1) != registry.Index("minecraft:worldgen/biome", biomeName(od, 100, 200)) {
t.Errorf("BiomeAt id %d does not round-trip through registry", id1)
}
}
// biomeName is a test helper exposing the resolved biome name at (wx, wz).
func biomeName(od *worldgen.OverworldDensity, wx, wz int) string {
point := worldgen.SampleColumn(od, SeaLevel, wx, wz)
return loadBiomeTable().FindBiome(point)
}
// TestBiomeAtVaryingAcrossWorld confirms different regions of the world map to
// different biomes — the whole point of multi-noise. If every sampled chunk
// resolved to the same biome, climate sampling or the finder would be broken.
func TestBiomeAtVaryingAcrossWorld(t *testing.T) {
od, err := worldgen.LoadOverworldFinalDensity(12345)
if err != nil {
t.Fatalf("load: %v", err)
}
seen := make(map[uint16]bool)
for cx := int32(0); cx < 16; cx++ {
for cz := int32(0); cz < 16; cz++ {
seen[BiomeAt(od, int(cx)*16+8, int(cz)*16+8)] = true
}
}
if len(seen) < 2 {
t.Fatalf("expected >=2 biomes across 16x16 chunks, got %d (%v)", len(seen), seen)
}
t.Logf("found %d distinct biomes across 16x16 chunks", len(seen))
}
// TestVanillaChunkHasBiomes confirms generateVanilla fills per-cell 3D biomes
// (regression guard for the fillBiomes3D call in vanilla.go). It checks that at
// least one section has a populated biome container and that a surface cell
// matches what BiomeAt3D returns at the chunk centre.
func TestVanillaChunkHasBiome(t *testing.T) {
gen := NewVanillaGenerator(12345)
ch := gen(10, -3)
if ch == nil {
t.Fatal("nil chunk")
}
// At least one section must carry per-cell biomes (otherwise fillBiomes3D
// never ran and the chunk fell back to the uniform plains default).
hasCells := false
for si := 0; si < SectionCount; si++ {
if ch.biomes[si] != nil {
hasCells = true
break
}
}
if !hasCells {
t.Fatal("no per-cell biome sections; fillBiomes3D did not run")
}
// A surface cell at the chunk centre should match BiomeAt3D with depth at
// that Y. Surface is the section containing sea level.
od, err := worldgen.LoadOverworldFinalDensity(12345)
if err != nil {
t.Fatalf("load: %v", err)
}
lx, lz := 8, 8
s2D := worldgen.SampleColumn2D(od, SeaLevel, 10*16+lx, -3*16+lz)
want := BiomeAt3D(od, s2D, 10*16+lx, SeaLevel, -3*16+lz)
got := ch.biomes[(SeaLevel-MinY)>>4][biomeIndex(lx, SeaLevel, lz)]
if got != want {
t.Errorf("centre surface biome = %d, want %d", got, want)
}
}