RegionIO/internal/world/orevein_verify_test.go

104 lines
3.4 KiB
Go

package world
import (
"testing"
"regionio/internal/worldgen"
)
// Ore-vein block states, from OreVeinifier.VeinType. Copper's ore is the plain
// stone variant and iron's is the deepslate one; neither switches with depth.
const (
StateGranite uint16 = 2
StateDeepslateIronOre uint16 = 132
StateTuff uint16 = 23452
StateCopperOre uint16 = 25313
StateRawIronBlock uint16 = 29577
StateRawCopperBlock uint16 = 29578
)
// TestOreVeins checks the mega-veins the noise router has always described and
// nothing has ever read: copper in granite between y=0 and y=50, iron in tuff
// between y=-60 and y=-8, with a rare raw-ore block inside each.
//
// The Y windows are the sharpest assertion available. A vein's type comes from
// the sign of the veininess noise but its window comes from the type, so a
// single block outside a window means the guard is wrong.
func TestOreVeins(t *testing.T) {
const seed = 12345
od, err := worldgen.LoadOverworldFinalDensity(seed)
if err != nil {
t.Fatal(err)
}
picker := worldgen.OverworldFluidPicker(od.SeaLevel)
veins := worldgen.NewOreVeinifier(od)
carver, err := worldgen.NewCarver(od, seed)
if err != nil {
t.Fatal(err)
}
initCarverReplaceable(carver.ReplaceableBlocks())
counts := map[uint16]int{}
lowest := map[uint16]int{}
highest := map[uint16]int{}
interesting := []uint16{StateCopperOre, StateRawCopperBlock, StateGranite,
StateDeepslateIronOre, StateRawIronBlock, StateTuff}
isVein := map[uint16]bool{}
for _, id := range interesting {
isVein[id] = true
}
for cx := int32(-60); cx <= 60; cx += 20 {
for cz := int32(-60); cz <= 60; cz += 20 {
// Call the terrain/material pass directly and skip decorate. Ordinary
// placed ores share several states with mega-veins and cannot be
// distinguished by block ID after decoration.
ch := generateVanillaWithoutDecoration(od, picker, veins, carver, seed, cx, cz)
for wy := MinY; wy < 60; wy++ {
for lx := 0; lx < 16; lx++ {
for lz := 0; lz < 16; lz++ {
b := ch.GetBlock(lx, wy, lz)
if !isVein[b] {
continue
}
if counts[b] == 0 {
lowest[b], highest[b] = wy, wy
}
counts[b]++
lowest[b] = min(lowest[b], wy)
highest[b] = max(highest[b], wy)
}
}
}
}
}
for _, c := range []struct {
state uint16
name string
minY, maxY int
wantAtLeast int
}{
{StateCopperOre, "copper ore", 0, 50, 50},
{StateGranite, "copper vein filler", 0, 50, 100},
{StateDeepslateIronOre, "deepslate iron ore", -60, -8, 50},
{StateTuff, "iron vein filler", -60, -8, 100},
} {
if counts[c.state] < c.wantAtLeast {
t.Errorf("%s: %d blocks, want at least %d", c.name, counts[c.state], c.wantAtLeast)
continue
}
if lowest[c.state] < c.minY || highest[c.state] > c.maxY {
t.Errorf("%s spans y %d..%d, outside its window %d..%d",
c.name, lowest[c.state], highest[c.state], c.minY, c.maxY)
}
}
t.Logf("copper %d (raw %d) in granite %d; iron %d (raw %d) in tuff %d",
counts[StateCopperOre], counts[StateRawCopperBlock], counts[StateGranite],
counts[StateDeepslateIronOre], counts[StateRawIronBlock], counts[StateTuff])
// A raw-ore block replaces an ore block with probability 0.02, so a few
// hundred ore blocks should turn up a handful. Zero means the third draw is
// never reached.
if counts[StateRawCopperBlock]+counts[StateRawIronBlock] == 0 {
t.Error("no raw ore blocks anywhere; the raw-ore roll is unreachable")
}
}