RegionIO/internal/world/monster_rooms_test.go
Daniar Mannanov 790d7e3144 world: replay stage-3 monster rooms
Ports MonsterRoomFeature from bytecode with vanilla draw order and loop
structure: shell validation (solid floor and ceiling, one to five open
side columns), interior cave_air carving, cobblestone walls with the
mossy three-in-four floor roll drawn only where vanilla draws it, chest
placement faced away from its single opaque neighbour with the loot-seed
long consumed even though block entities are not modelled yet, and the
spawner's one-draw mob pick. Writes go through Feature.safeSetBlock
semantics against #minecraft:features_cannot_replace, captured verbatim
from the jar into the embedded datapack data.

The pass slots between geodes and the ores so the rooms' cave_air
pockets exist before ore ellipsoids roll their air-exposure discards.
The committed fixture's four chunks happen to contain no dungeons, so
measured parity holds at 98.028%, but the generator's output can differ
elsewhere: generatorVersion bumps to 22.
2026-08-26 02:49:33 +03:00

128 lines
3.6 KiB
Go

package world
import (
"testing"
"regionio/internal/worldgen"
)
// buildSolidRegion returns a one-chunk region filled with stone below y=20 so
// room validation has a predictable shell to accept or reject.
func buildSolidRegion(t *testing.T) (*decorationRegion, []*Chunk) {
t.Helper()
chunk := NewChunk(0, 0, BiomePlains)
for y := MinY; y < 24; y++ {
for z := 0; z < 16; z++ {
for x := 0; x < 16; x++ {
chunk.SetBlock(x, y, z, StateStone)
}
}
}
region, err := newDecorationRegion([]*Chunk{chunk})
if err != nil {
t.Fatal(err)
}
if err := region.setSource(0, 0); err != nil {
t.Fatal(err)
}
return region, []*Chunk{chunk}
}
func TestMonsterRoomCarvesShell(t *testing.T) {
initMonsterRoomTables()
region, _ := buildSolidRegion(t)
// A fully sealed shell has no side openings at y=0, so vanilla rejects the
// placement before any write.
random := worldgen.NewWorldgenRandom(1)
if placeMonsterRoom(region, random, 8, 10, 8) {
t.Fatal("room placed in a sealed shell")
}
// Open one column on the +x wall: two adjacent air cells at y=0 and y=1.
region.setBlock(8 + 4, 10, 8, StateAir)
region.setBlock(8 + 4, 11, 8, StateAir)
if !placeMonsterRoom(region, random, 8, 10, 8) {
t.Fatal("room rejected despite an open side column")
}
// The spawner lands at the origin; neighbouring interior cells are air.
if got := region.getBlock(8, 10, 8); got != monsterSpawnerID {
t.Fatalf("origin state = %s, want the spawner", stateLabel(got))
}
if got := region.getBlock(6, 10, 6); !monsterIsAir(got) {
t.Fatalf("interior state = %s, want air", stateLabel(got))
}
// The floor row is cobblestone or mossy cobblestone.
floor := region.getBlock(7, 9, 8)
if floor != monsterCobbleID && floor != monsterMossyID {
t.Fatalf("floor state = %s, want cobblestone family", stateLabel(floor))
}
// The untouched shell above stays stone.
if got := region.getBlock(8, 15, 8); got != StateStone {
t.Fatalf("ceiling state = %s, want stone", stateLabel(got))
}
}
func TestMonsterRoomPlacementIsDeterministic(t *testing.T) {
initMonsterRoomTables()
build := func() *Chunk {
region, _ := buildSolidRegion(t)
region.setBlock(12, 10, 8, StateAir)
region.setBlock(12, 11, 8, StateAir)
random := worldgen.NewWorldgenRandom(42)
placeMonsterRoom(region, random, 8, 10, 8)
return region.chunks[[2]int32{0, 0}]
}
a, b := build(), build()
for y := MinY; y < MinY+WorldHeight; y++ {
for z := 0; z < 16; z++ {
for x := 0; x < 16; x++ {
if a.GetBlock(x, y, z) != b.GetBlock(x, y, z) {
t.Fatalf("nondeterministic block at (%d,%d,%d)", x, y, z)
}
}
}
}
}
func TestMonsterRoomReplayMatchesDirectPass(t *testing.T) {
od, err := worldgen.LoadOverworldFinalDensity(12345)
if err != nil {
t.Fatal(err)
}
fluidPicker := worldgen.OverworldFluidPicker(od.SeaLevel)
veins := worldgen.NewOreVeinifier(od)
carver, err := worldgen.NewCarver(od, 12345)
if err != nil {
t.Fatal(err)
}
initCarverReplaceable(carver.ReplaceableBlocks())
generate := func() *Chunk {
var chunks []*Chunk
for cx := int32(-2); cx <= 2; cx++ {
for cz := int32(-2); cz <= 2; cz++ {
chunks = append(chunks, generateVanillaWithoutDecoration(od, fluidPicker, veins, carver, 12345, cx, cz))
}
}
region, err := newDecorationRegion(chunks)
if err != nil {
t.Fatal(err)
}
if err := region.replayScheduledOres(12345, 0, 0); err != nil {
t.Fatal(err)
}
return region.chunks[[2]int32{0, 0}]
}
a, b := generate(), generate()
for y := MinY; y < MinY+WorldHeight; y++ {
for z := 0; z < 16; z++ {
for x := 0; x < 16; x++ {
if a.GetBlock(x, y, z) != b.GetBlock(x, y, z) {
t.Fatalf("region replay nondeterministic at (%d,%d,%d)", x, y, z)
}
}
}
}
}