Expand generated terrain with biome-driven props

This commit is contained in:
Alexander Sellite 2026-08-20 00:28:55 -04:00
parent e8888ed05a
commit 1e24fb0bfc
103 changed files with 5427 additions and 351 deletions

View file

@ -4,7 +4,37 @@ const RegionScene: PackedScene = preload(
"res://world/generation/generated_world_region.tscn"
)
const FIRST_SEED := 13001
const SECOND_SEED := 13002
const SECOND_SEED := 13004
const EXPECTED_PROP_IDS: Array[StringName] = [
&"prop_bridge",
&"prop_dock",
&"prop_log",
&"prop_log_post_1",
&"prop_log_post_2",
&"prop_mushroom",
&"prop_palm",
&"prop_pine",
&"prop_timber_1",
&"prop_timber_2",
&"prop_tree_1",
&"prop_tree_2",
&"prop_tree_3",
]
const EXPECTED_BIOME_IDS: Array[StringName] = [
&"biome_plains",
&"biome_forest",
&"biome_pine_forest",
&"biome_coast",
]
const PROCEDURAL_PROP_IDS: Array[StringName] = [
&"prop_log",
&"prop_mushroom",
&"prop_palm",
&"prop_pine",
&"prop_tree_1",
&"prop_tree_2",
&"prop_tree_3",
]
func _initialize() -> void:
@ -26,15 +56,20 @@ func _run() -> void:
_validate_generated_region(region, generator)
var first_layout := generator.placement_keys()
var first_biomes := _biome_signature(region, generator)
var first_decorations := _decoration_signature(region)
assert(region.generate_world(FIRST_SEED))
assert(generator.placement_keys() == first_layout)
assert(_biome_signature(region, generator) == first_biomes)
assert(_decoration_signature(region) == first_decorations)
assert(region.generate_world(SECOND_SEED))
await process_frame
await physics_frame
await physics_frame
_validate_generated_region(region, generator)
assert(generator.placement_keys() != first_layout)
assert(_biome_signature(region, generator) != first_biomes)
region.queue_free()
await process_frame
@ -47,14 +82,18 @@ func _validate_generated_region(
generator: TerrainChunkGenerator,
) -> void:
var placements := generator.placement_keys()
assert(placements.size() == 25)
assert(placements[12].begins_with("chunk_spawn@"))
assert(placements.size() == 49)
assert(placements[24].begins_with("chunk_spawn@"))
assert(_placement_count(placements, "chunk_spawn") == 1)
assert(_placement_count(placements, "chunk_0001") >= 1)
assert(_placement_count(placements, "chunk_0002") >= 1)
assert(_placement_count(placements, "chunk_0003") >= 1)
assert(_placement_count(placements, "chunk_0004") >= 1)
assert(generator.get_generated_chunks_root().get_child_count() == 25)
assert(_placement_count(placements, "chunk_0005") >= 1)
assert(_placement_count(placements, "chunk_0006") >= 1)
assert(_placement_count(placements, "chunk_0007") >= 1)
assert(generator.get_generated_chunks_root().get_child_count() == 49)
assert(generator.get_primary_terrain_meshes().size() == 49)
var shop := region.get_node("Interactables/FishingShopWorld") as Node3D
var storage := region.get_node("Interactables/PlayerStorageBox") as Node3D
@ -65,6 +104,8 @@ func _validate_generated_region(
assert(region.get_fishing_shop() != null)
assert(region.get_player_storage() != null)
assert(region.get_player_spawn_transform().origin.y > 0.0)
_validate_prop_catalog(region)
_validate_biome_catalog(region, generator)
var ocean := region.get_node("WaterBodies/OceanWater") as WaterBodyAuthoring
var fresh_root := region.get_node("WaterBodies/FreshWaterBodies") as Node3D
@ -73,6 +114,8 @@ func _validate_generated_region(
var fresh_placement_count := 0
for record: Dictionary in generator.placement_records():
var tags: PackedStringArray = record.get("tags", PackedStringArray())
if "coast" in tags:
_validate_ocean_facing_record(record, generator.grid_size)
if "fresh_water" in tags:
fresh_placement_count += 1
assert(fresh_root.get_child_count() == fresh_placement_count)
@ -95,38 +138,185 @@ func _validate_generated_region(
assert(anchors != null)
assert(anchors.get_spawn_positions().size() > 0)
for child: Node in decorations.get_children():
assert(
child.name.begins_with("regular_tree_")
or child.name.begins_with("palm_tree_")
var prop_id := StringName(child.get_meta(&"terrain_prop_id", &""))
assert(PROCEDURAL_PROP_IDS.has(prop_id))
var definition := region.get_prop_catalog().definition_for_id(prop_id)
assert(definition != null)
var biome_id := StringName(
child.get_meta(&"terrain_biome_id", &"")
)
_validate_decoration_transform(child as Node3D)
assert(_decoration_count(decorations, "regular_tree_") > 0)
assert(_decoration_count(decorations, "palm_tree_") > 0)
var biome := region.get_biome_catalog().definition_for_id(biome_id)
assert(biome != null)
var biome_rule := biome.prop_rule_for_group(
definition.procedural_group
)
assert(biome_rule != null and biome_rule.allows_prop(definition))
var coordinate: Vector2i = child.get_meta(
&"terrain_chunk_coordinate",
Vector2i.ZERO,
)
var center := Vector2i(
generator.grid_size.x / 2,
generator.grid_size.y / 2,
)
var spawn_distance := (
absi(coordinate.x - center.x)
+ absi(coordinate.y - center.y)
)
assert(spawn_distance >= definition.minimum_spawn_chunk_distance)
_validate_decoration_transform(
region,
child as Node3D,
definition,
)
assert(_decoration_group_count(region, &"grass_tree") > 0)
assert(_decoration_group_count(region, &"sand_tree") > 0)
assert(
_decoration_biome_group_count(
region,
&"biome_forest",
&"grass_tree",
) >= 2
)
assert(
_decoration_biome_group_count(
region,
&"biome_pine_forest",
&"grass_tree",
) >= 2
)
func _validate_decoration_transform(prop: Node3D) -> void:
func _validate_ocean_facing_record(
record: Dictionary,
grid_size: Vector2i,
) -> void:
var coordinate: Vector2i = record.get("coordinate", Vector2i.ZERO)
var ocean_edges := int(record.get("ocean_facing_edges", 0))
assert(ocean_edges != 0)
for edge_value: int in TerrainChunkTopology.Edge.values():
if (ocean_edges & (1 << edge_value)) == 0:
continue
var ocean_coordinate := (
coordinate
+ TerrainChunkTopology.grid_offset(
edge_value as TerrainChunkTopology.Edge
)
)
assert(
ocean_coordinate.x < 0
or ocean_coordinate.y < 0
or ocean_coordinate.x >= grid_size.x
or ocean_coordinate.y >= grid_size.y
)
func _validate_prop_catalog(region: GeneratedWorldRegion) -> void:
var catalog := region.get_prop_catalog()
assert(catalog != null)
assert(catalog.validation_errors().is_empty())
assert(catalog.definitions.size() == EXPECTED_PROP_IDS.size())
for stable_id: StringName in EXPECTED_PROP_IDS:
var definition := catalog.definition_for_id(stable_id)
assert(definition != null and definition.packed_scene != null)
var instance := definition.packed_scene.instantiate() as Node3D
assert(instance != null)
assert(instance.position.is_zero_approx())
assert(_find_mesh_instance(instance) != null)
instance.free()
func _validate_biome_catalog(
region: GeneratedWorldRegion,
generator: TerrainChunkGenerator,
) -> void:
var catalog := region.get_biome_catalog()
assert(catalog != null)
assert(catalog.validation_errors().is_empty())
assert(catalog.definitions.size() == EXPECTED_BIOME_IDS.size())
var counts: Dictionary[StringName, int] = {}
for record: Dictionary in generator.placement_records():
var coordinate: Vector2i = record.get("coordinate", Vector2i.ZERO)
var biome_id := region.get_biome_at(coordinate)
var tags: PackedStringArray = record.get("tags", PackedStringArray())
if "grass" in tags or "sand" in tags:
assert(biome_id != &"")
var biome := catalog.definition_for_id(biome_id)
assert(biome != null and biome.supports_chunk_tags(tags))
counts[biome_id] = counts.get(biome_id, 0) + 1
else:
assert(biome_id == &"")
for biome_id: StringName in EXPECTED_BIOME_IDS:
assert(counts.get(biome_id, 0) > 0)
var center := Vector2i(
generator.grid_size.x / 2,
generator.grid_size.y / 2,
)
assert(region.get_biome_at(center) == &"biome_plains")
for child: Node in generator.get_generated_chunks_root().get_children():
var coordinate: Vector2i = child.get_meta(
&"terrain_chunk_coordinate",
Vector2i.ZERO,
)
assert(
StringName(child.get_meta(&"terrain_biome_id", &""))
== region.get_biome_at(coordinate)
)
func _validate_decoration_transform(
region: GeneratedWorldRegion,
prop: Node3D,
definition: TerrainPropDefinition,
) -> void:
assert(prop != null)
assert(prop.scale.is_equal_approx(Vector3.ONE))
var visual := prop.get_node_or_null("Visual") as MeshInstance3D
var visual_root := prop.get_node_or_null("Visual") as Node3D
var visual := _find_mesh_instance(visual_root)
var collision := prop.get_node_or_null(
"TrunkCollision/CollisionShape"
) as CollisionShape3D
assert(visual_root != null and visual_root.position.is_zero_approx())
assert(visual != null and visual.mesh != null)
assert(collision != null and collision.shape is CylinderShape3D)
assert(collision.global_basis.get_scale().is_equal_approx(Vector3.ONE))
var bounds := visual.mesh.get_aabb()
var minimum_y := INF
for corner_index: int in 8:
var corner := bounds.position + Vector3(
bounds.size.x if (corner_index & 1) != 0 else 0.0,
bounds.size.y if (corner_index & 2) != 0 else 0.0,
bounds.size.z if (corner_index & 4) != 0 else 0.0,
if definition.has_collision():
assert(collision != null)
assert(
collision.shape is CylinderShape3D
or collision.shape is BoxShape3D
)
minimum_y = minf(
minimum_y,
(visual.global_transform * corner).y,
)
assert(absf(minimum_y - prop.global_position.y) <= 0.01)
assert(collision.global_basis.get_scale().is_equal_approx(Vector3.ONE))
else:
assert(collision == null)
var query := PhysicsRayQueryParameters3D.create(
prop.global_position + Vector3.UP * 8.0,
prop.global_position + Vector3.DOWN * 8.0,
1,
)
var prop_body := prop.get_node_or_null(
"TrunkCollision",
) as CollisionObject3D
if prop_body != null:
query.exclude = [prop_body.get_rid()]
var hit := region.get_world_3d().direct_space_state.intersect_ray(query)
assert(
not hit.is_empty(),
"No terrain collision below %s (%s) at %s."
% [prop.name, definition.stable_id, prop.global_position],
)
var ground_position: Vector3 = hit["position"]
assert(absf(ground_position.y - prop.global_position.y) <= 0.01)
func _find_mesh_instance(root_node: Node) -> MeshInstance3D:
if root_node is MeshInstance3D:
return root_node as MeshInstance3D
if root_node == null:
return null
for child: Node in root_node.get_children():
var mesh_instance := _find_mesh_instance(child)
if mesh_instance != null:
return mesh_instance
return null
func _validate_authored_chunk_surfaces(
@ -136,6 +326,9 @@ func _validate_authored_chunk_surfaces(
var generated := generator.get_generated_chunks_root()
var found_beach := false
var found_pond := false
var found_grass_ocean_edge := false
var found_grass_beach_transition := false
var found_grass_ocean_corner := false
for chunk_root: Node in generated.get_children():
if chunk_root.name.begins_with("chunk_0002r"):
var beach := chunk_root.find_child(
@ -157,8 +350,53 @@ func _validate_authored_chunk_surfaces(
assert(normal.y >= -0.001)
_validate_pond_collision(region, pond)
found_pond = true
elif chunk_root.name.begins_with("chunk_0005r"):
var grass_ocean_edge := chunk_root.find_child(
"chunk_0005", true, false
) as MeshInstance3D
assert(grass_ocean_edge != null and grass_ocean_edge.mesh != null)
var edge_materials := _material_names(grass_ocean_edge)
assert("grass_lite" in edge_materials)
assert("cliff_wall" in edge_materials)
found_grass_ocean_edge = true
elif chunk_root.name.begins_with("chunk_0006r"):
var grass_beach_transition := chunk_root.find_child(
"chunk_0006", true, false
) as MeshInstance3D
assert(
grass_beach_transition != null
and grass_beach_transition.mesh != null
)
var transition_materials := _material_names(
grass_beach_transition
)
assert("sand" in transition_materials)
assert("grass_lite" in transition_materials)
assert("cliff_wall" in transition_materials)
found_grass_beach_transition = true
elif chunk_root.name.begins_with("chunk_0007r"):
var grass_ocean_corner := chunk_root.find_child(
"chunk_0007", true, false
) as MeshInstance3D
assert(grass_ocean_corner != null and grass_ocean_corner.mesh != null)
var corner_materials := _material_names(grass_ocean_corner)
assert("grass_lite" in corner_materials)
assert("cliff_wall" in corner_materials)
found_grass_ocean_corner = true
assert(found_beach)
assert(found_pond)
assert(found_grass_ocean_edge)
assert(found_grass_beach_transition)
assert(found_grass_ocean_corner)
func _material_names(mesh_instance: MeshInstance3D) -> PackedStringArray:
var result := PackedStringArray()
for surface_index: int in mesh_instance.mesh.get_surface_count():
var material := mesh_instance.get_active_material(surface_index)
if material != null:
result.append(material.resource_name)
return result
func _validate_pond_collision(
@ -207,14 +445,50 @@ func _validate_pond_collision(
assert(collider != null and collider.get_parent() == pond)
func _decoration_count(decorations: Node3D, prefix: String) -> int:
func _decoration_group_count(
region: GeneratedWorldRegion,
group: StringName,
) -> int:
var count := 0
var decorations := region.get_node("Decorations") as Node3D
for child: Node in decorations.get_children():
if child.name.begins_with(prefix):
var stable_id := StringName(child.get_meta(&"terrain_prop_id", &""))
var definition := region.get_prop_catalog().definition_for_id(stable_id)
if definition != null and definition.procedural_group == group:
count += 1
return count
func _decoration_biome_group_count(
region: GeneratedWorldRegion,
biome_id: StringName,
group: StringName,
) -> int:
var count := 0
var decorations := region.get_node("Decorations") as Node3D
for child: Node in decorations.get_children():
if StringName(child.get_meta(&"terrain_biome_id", &"")) != biome_id:
continue
var prop_id := StringName(child.get_meta(&"terrain_prop_id", &""))
var definition := region.get_prop_catalog().definition_for_id(prop_id)
if definition != null and definition.procedural_group == group:
count += 1
return count
func _biome_signature(
region: GeneratedWorldRegion,
generator: TerrainChunkGenerator,
) -> PackedStringArray:
var result := PackedStringArray()
for row: int in generator.grid_size.y:
for column: int in generator.grid_size.x:
result.append(
String(region.get_biome_at(Vector2i(column, row)))
)
return result
func _placement_count(keys: PackedStringArray, stable_id: String) -> int:
var count := 0
for key: String in keys:

View file

@ -3,7 +3,9 @@ extends SceneTree
const CATALOG: TerrainChunkCatalog = preload(
"res://world/generation/chunks/terrain_chunk_catalog.tres"
)
const MATCH_TOLERANCE := 0.01
const BIOME_CATALOG: TerrainBiomeCatalog = preload(
"res://world/generation/biomes/terrain_biome_catalog.tres"
)
func _initialize() -> void:
@ -11,30 +13,34 @@ func _initialize() -> void:
func _run() -> void:
var generator := _make_generator()
root.add_child(generator)
if not generator._prepare_catalog():
generator.free()
quit(1)
return
var variants: Array[TerrainChunkVariant] = []
for definition: TerrainChunkDefinition in CATALOG.definitions:
var seen: Dictionary[String, bool] = {}
for variant: TerrainChunkVariant in TerrainChunkAnalyzer.create_variants(
definition,
CATALOG.chunk_size,
):
var signature := variant.topology_signature(0.001)
if seen.has(signature):
continue
seen[signature] = true
variants.append(variant)
variants.assign(generator._solver_variants)
print("Terrain chunk variants: %d" % variants.size())
print(
"Terrain chunk rotations: %d authored, %d distinct constraints"
% [generator._variants.size(), variants.size()]
)
for variant: TerrainChunkVariant in variants:
print("\n", variant.stable_key())
var ocean_edges := variant.rotated_edge_mask(
variant.definition.ocean_facing_edges
)
for edge_value: int in TerrainChunkTopology.Edge.values():
var edge := edge_value as TerrainChunkTopology.Edge
var matches := PackedStringArray()
for other: TerrainChunkVariant in variants:
var opposite := TerrainChunkTopology.opposite_edge(edge)
if variant.profile(edge).matches(
other.profile(opposite),
MATCH_TOLERANCE,
if generator._edges_are_compatible(
variant,
edge,
other,
opposite,
):
matches.append(
"%s.%s"
@ -44,17 +50,61 @@ func _run() -> void:
]
)
print(
" %s [%d points]: %s"
" %s%s [%d points]: %s"
% [
TerrainChunkTopology.edge_name(edge),
(
" [ocean]"
if (ocean_edges & (1 << edge_value)) != 0
else ""
),
variant.profile(edge).points.size(),
", ".join(matches) if not matches.is_empty() else "NONE",
]
)
if generator.generate():
var summary := generator._build_summary()
print(
(
"\nSeeded diagnostic layout %s "
+ "(%d backtracks, %d repeated edges):"
)
% [
str(summary["layout_fingerprint"]).substr(0, 12),
int(summary["backtracks"]),
int(summary["adjacent_repeat_edges"]),
]
)
var keys := generator.placement_keys()
for row: int in generator.grid_size.y:
var cells := PackedStringArray()
for column: int in generator.grid_size.x:
cells.append(keys[row * generator.grid_size.x + column])
print(" ", " ".join(cells))
var biomes := TerrainBiomeAssigner.assign(
BIOME_CATALOG,
generator.placement_records(),
generator.generation_seed,
)
print("\nBiome layout:")
for row: int in generator.grid_size.y:
var cells := PackedStringArray()
for column: int in generator.grid_size.x:
var biome_id: StringName = biomes.get(
Vector2i(column, row),
&"",
)
cells.append(String(biome_id).trim_prefix("biome_"))
print(" ", " ".join(cells))
generator.free()
quit(0)
func _make_generator() -> TerrainChunkGenerator:
var generator := TerrainChunkGenerator.new()
generator.catalog = CATALOG
generator.grid_size = Vector2i(5, 5)
generator.grid_size = Vector2i(7, 7)
generator.generation_seed = 13001
generator.generate_on_ready = false
generator.build_collision = false
@ -66,16 +116,9 @@ func _run() -> void:
"chunk_0002",
"chunk_0003",
"chunk_0004",
"chunk_0005",
"chunk_0006",
"chunk_0007",
]
)
root.add_child(generator)
if generator.generate():
print("\nSeeded diagnostic layout:")
var keys := generator.placement_keys()
for row: int in generator.grid_size.y:
var cells := PackedStringArray()
for column: int in generator.grid_size.x:
cells.append(keys[row * generator.grid_size.x + column])
print(" ", " ".join(cells))
generator.free()
quit(0)
return generator

View file

@ -24,10 +24,14 @@ func _unhandled_input(event: InputEvent) -> void:
func _on_generation_completed(summary: Dictionary) -> void:
_status.text = (
"Terrain generator diagnostic • seed %d%d chunks • "
+ "%d variants • %d backtracks\nR: regenerate • Esc/B: close"
+ "%d rotations / %d constraints • %d backtracks • "
+ "%d repeated edges\nlayout %s • R: regenerate • Esc/B: close"
) % [
int(summary["seed"]),
int(summary["chunk_count"]),
int(summary["variant_count"]),
int(summary["solver_variant_count"]),
int(summary["backtracks"]),
int(summary["adjacent_repeat_edges"]),
str(summary["layout_fingerprint"]).substr(0, 12),
]

View file

@ -21,12 +21,12 @@ shadow_enabled = true
[node name="TerrainChunkGenerator" type="Node3D" parent="."]
script = ExtResource("2_generator")
catalog = ExtResource("3_catalog")
grid_size = Vector2i(5, 5)
grid_size = Vector2i(7, 7)
generation_seed = 13001
build_collision = true
show_chunk_labels = false
force_center_chunk_id = &"chunk_spawn"
required_chunk_ids = PackedStringArray("chunk_spawn", "chunk_0001", "chunk_0002", "chunk_0003", "chunk_0004")
required_chunk_ids = PackedStringArray("chunk_spawn", "chunk_0001", "chunk_0002", "chunk_0003", "chunk_0004", "chunk_0005", "chunk_0006", "chunk_0007")
[node name="Player" parent="." instance=ExtResource("4_player")]
position = Vector3(0, 0.3, 0)

View file

@ -0,0 +1,135 @@
extends SceneTree
const BIOME_CATALOG: TerrainBiomeCatalog = preload(
"res://world/generation/biomes/terrain_biome_catalog.tres"
)
const PROP_CATALOG: TerrainPropCatalog = preload(
"res://world/generation/props/terrain_prop_catalog.tres"
)
const EXPECTED_BIOMES: Array[StringName] = [
&"biome_plains",
&"biome_forest",
&"biome_pine_forest",
&"biome_coast",
]
const TEST_SEED := 13001
var _failures: Array[String] = []
func _initialize() -> void:
call_deferred(&"_run")
func _run() -> void:
_validate_catalog()
_validate_assignment()
_finish()
func _validate_catalog() -> void:
for error: String in BIOME_CATALOG.validation_errors():
_check(false, error)
_check(
BIOME_CATALOG.definitions.size() == EXPECTED_BIOMES.size(),
"The biome catalog must contain all initial authored profiles.",
)
for biome_id: StringName in EXPECTED_BIOMES:
var biome := BIOME_CATALOG.definition_for_id(biome_id)
_check(biome != null, "The biome catalog is missing %s." % biome_id)
if biome == null:
continue
for rule: TerrainBiomePropRule in biome.prop_rules:
for prop_id_value: String in rule.allowed_prop_ids:
var prop := PROP_CATALOG.definition_for_id(
StringName(prop_id_value)
)
_check(
prop != null and rule.allows_prop(prop),
"%s has an invalid %s prop rule."
% [biome_id, prop_id_value],
)
func _validate_assignment() -> void:
var records := _synthetic_records()
var first := TerrainBiomeAssigner.assign(
BIOME_CATALOG,
records,
TEST_SEED,
)
var second := TerrainBiomeAssigner.assign(
BIOME_CATALOG,
records,
TEST_SEED,
)
_check(first == second, "Biome assignment must be deterministic by seed.")
_check(
TerrainBiomeAssigner.fingerprint(first).length() == 64,
"Biome assignments must expose a SHA-256 fingerprint.",
)
var counts := TerrainBiomeAssigner.counts(first)
for biome_id: StringName in EXPECTED_BIOMES:
_check(
counts.get(biome_id, 0) > 0,
"The synthetic map must contain %s." % biome_id,
)
_check(
first.get(Vector2i(3, 3), &"") == &"biome_plains",
"The spawn-tagged center must remain plains.",
)
for record: Dictionary in records:
var coordinate: Vector2i = record["coordinate"]
var tags: PackedStringArray = record["tags"]
var biome_id: StringName = first.get(coordinate, &"")
if "fresh_water" in tags:
_check(
biome_id == &"",
"Freshwater-only chunks must not inherit a land-prop biome.",
)
continue
var biome := BIOME_CATALOG.definition_for_id(biome_id)
_check(
biome != null and biome.supports_chunk_tags(tags),
"Biome %s does not support chunk %s."
% [biome_id, coordinate],
)
func _synthetic_records() -> Array[Dictionary]:
var result: Array[Dictionary] = []
for row: int in 7:
for column: int in 7:
var coordinate := Vector2i(column, row)
var tags := PackedStringArray(["land", "walkable", "grass"])
if row == 0:
tags = PackedStringArray(["land", "walkable", "sand"])
elif coordinate == Vector2i(0, 6):
tags = PackedStringArray([
"land",
"walkable",
"fresh_water",
"pond",
])
elif coordinate == Vector2i(3, 3):
tags.append("spawn")
result.append({
"coordinate": coordinate,
"tags": tags,
})
return result
func _check(condition: bool, message: String) -> void:
if not condition:
_failures.append(message)
func _finish() -> void:
if _failures.is_empty():
print("Terrain biome validation: PASS")
quit(0)
return
for failure: String in _failures:
printerr("Terrain biome validation: ", failure)
quit(1)

View file

@ -0,0 +1 @@
uid://cxioi62f6oap0

View file

@ -9,6 +9,9 @@ const EXPECTED_IDS: Array[String] = [
"chunk_0002",
"chunk_0003",
"chunk_0004",
"chunk_0005",
"chunk_0006",
"chunk_0007",
"chunk_spawn",
]
const REQUIRED_IDS: Array[String] = [
@ -17,8 +20,24 @@ const REQUIRED_IDS: Array[String] = [
"chunk_0002",
"chunk_0003",
"chunk_0004",
"chunk_0005",
"chunk_0006",
"chunk_0007",
]
const TEST_SEED := 13001
const CONNECTOR_STRESS_SEED := 287
const EXPECTED_SOLVER_VARIANT_COUNT := 27
const EXPECTED_VARIANT_COUNTS: Dictionary[StringName, int] = {
&"chunk_0000": 4,
&"chunk_0001": 4,
&"chunk_0002": 4,
&"chunk_0003": 4,
&"chunk_0004": 4,
&"chunk_0005": 4,
&"chunk_0006": 4,
&"chunk_0007": 4,
&"chunk_spawn": 1,
}
var _failures: Array[String] = []
@ -50,6 +69,130 @@ func _validate_catalog() -> void:
definition.packed_scene != null,
"%s must reference an imported GLB." % stable_id,
)
var grass := CATALOG.definition_for_id(&"chunk_0000")
var sand := CATALOG.definition_for_id(&"chunk_0001")
var beach := CATALOG.definition_for_id(&"chunk_0002")
var grass_ocean_edge := CATALOG.definition_for_id(&"chunk_0005")
var grass_beach_transition := CATALOG.definition_for_id(&"chunk_0006")
var grass_ocean_corner := CATALOG.definition_for_id(&"chunk_0007")
var spawn := CATALOG.definition_for_id(&"chunk_spawn")
_check(
(
grass != null
and sand != null
and beach != null
and grass_ocean_edge != null
and grass_beach_transition != null
and grass_ocean_corner != null
and spawn != null
),
"The authored biome-rule definitions must be available.",
)
if (
grass != null
and sand != null
and beach != null
and grass_ocean_edge != null
and grass_beach_transition != null
and grass_ocean_corner != null
and spawn != null
):
_check(
sand.allows_non_water_neighbor(beach),
"Flat sand must permit an adjacent authored beach.",
)
_check(
sand.allows_non_water_neighbor(grass),
"Flat sand must permit the inland transition to grass.",
)
_check(
grass.allows_non_water_neighbor(sand),
"Grass must permit the inland side of a flat-sand transition.",
)
_check(
"coast" in sand.required_neighbor_tags,
"Every flat-sand chunk must remain attached to an authored beach.",
)
_check(
spawn.minimum_required_neighbors == 3,
"Spawn must retain its three-sided safe-grass requirement.",
)
_check(
beach.ocean_facing_edges
== (1 << int(TerrainChunkTopology.Edge.EAST)),
"The authored beach must descend eastward into ocean before rotation.",
)
_check(
grass_ocean_edge.ocean_facing_edges
== (1 << int(TerrainChunkTopology.Edge.EAST)),
"The authored grass cliff must face eastward ocean before rotation.",
)
_check(
grass_beach_transition.ocean_facing_edges
== (1 << int(TerrainChunkTopology.Edge.EAST)),
"The authored grass/beach join must face eastward ocean before rotation.",
)
_check(
grass_beach_transition.minimum_required_neighbors == 2
and "coast" in grass_beach_transition.required_neighbor_tags,
"The grass/beach join must remain between two coastline chunks.",
)
_check(
grass_beach_transition.allows_non_water_neighbor_on_edge(
grass,
TerrainChunkTopology.Edge.WEST,
)
and not grass_beach_transition.allows_non_water_neighbor_on_edge(
sand,
TerrainChunkTopology.Edge.WEST,
),
"The grass-backed transition edge must accept grass and reject sand.",
)
_check(
grass_beach_transition.allows_non_water_neighbor_on_edge(
beach,
TerrainChunkTopology.Edge.NORTH,
)
and grass_beach_transition.allows_non_water_neighbor_on_edge(
grass_ocean_edge,
TerrainChunkTopology.Edge.SOUTH,
),
"The transition's coastline seams must retain their authored roles.",
)
_check(
not grass_ocean_edge.allows_non_water_neighbor_on_edge(
sand,
TerrainChunkTopology.Edge.WEST,
),
"The straight grass coast's inland edge must reject sand.",
)
_check(
grass_ocean_corner.ocean_facing_edges
== (
(1 << int(TerrainChunkTopology.Edge.EAST))
| (1 << int(TerrainChunkTopology.Edge.SOUTH))
),
"The authored grass corner must expose east and south to ocean.",
)
_check(
grass_ocean_corner.minimum_required_neighbors == 2
and (
"grass_ocean_edge"
in grass_ocean_corner.required_neighbor_tags
),
"The grass corner must join two straight grass ocean edges.",
)
_check(
grass_ocean_corner.allows_non_water_neighbor_on_edge(
grass_ocean_edge,
TerrainChunkTopology.Edge.NORTH,
)
and grass_ocean_corner.allows_non_water_neighbor_on_edge(
grass_ocean_edge,
TerrainChunkTopology.Edge.WEST,
),
"Both corner land seams must accept straight grass ocean edges.",
)
func _validate_profiles() -> void:
@ -68,10 +211,20 @@ func _validate_profiles() -> void:
variant.edge_profiles.size() == 4,
"%s must expose four edge profiles." % variant.stable_key(),
)
for profile: TerrainChunkEdgeProfile in variant.edge_profiles:
var ocean_edges := variant.rotated_edge_mask(
definition.ocean_facing_edges
)
for edge_index: int in variant.edge_profiles.size():
var profile := variant.edge_profiles[edge_index]
_check(
not profile.points.is_empty(),
"%s has an empty edge profile." % variant.stable_key(),
(
not profile.points.is_empty()
or (ocean_edges & (1 << edge_index)) != 0
),
(
"%s has an empty non-ocean edge profile."
% variant.stable_key()
),
)
@ -79,12 +232,12 @@ func _validate_generation() -> void:
var first := _make_generator()
root.add_child(first)
var first_solved := first.generate()
_check(first_solved, "Generator must solve the prototype 5x5 grid.")
_check(first_solved, "Generator must solve the prototype 7x7 grid.")
if not first_solved:
first.free()
return
var first_keys := first.placement_keys()
_check(first_keys.size() == 25, "Generator must place exactly 25 chunks.")
_check(first_keys.size() == 49, "Generator must place exactly 49 chunks.")
for stable_id: String in REQUIRED_IDS:
_check(
_placements_contain(first_keys, stable_id),
@ -99,9 +252,25 @@ func _validate_generation() -> void:
"Generated layouts must contain exactly one spawn chunk.",
)
_check(
first_keys[12].begins_with("chunk_spawn@"),
first_keys[24].begins_with("chunk_spawn@"),
"The spawn chunk must occupy the center cell.",
)
_validate_layout_rules(first)
_validate_authored_rotations(first)
_validate_generation_summary(first)
var first_generated_root := first.get_generated_chunks_root()
_check(
first.generate(),
"Repeated generation on one generator must solve.",
)
_check(
first.placement_keys() == first_keys,
"Repeated generation on one generator must remain deterministic.",
)
_check(
first.get_generated_chunks_root() != first_generated_root,
"Successful regeneration must replace the generated scene atomically.",
)
var second := _make_generator()
root.add_child(second)
@ -115,8 +284,20 @@ func _validate_generation() -> void:
second.placement_keys() == first_keys,
"The same seed and catalog must produce the same layout.",
)
var restored := _make_generator()
restored.generation_seed = TEST_SEED + 999
root.add_child(restored)
_check(
restored.generate_from_placement_keys(first_keys),
"A resolved placement manifest must rebuild successfully.",
)
_check(
restored.placement_keys() == first_keys,
"A resolved placement manifest must preserve exact rotations.",
)
first.free()
second.free()
restored.free()
for seed_offset: int in range(1, 6):
var generator := _make_generator()
@ -135,18 +316,349 @@ func _validate_generation() -> void:
"Seed %d must contain %s."
% [generator.generation_seed, stable_id],
)
_check(
_all_neighbor_edges_match(generator),
_check(
_all_neighbor_edges_match(generator),
"Seed %d has a mismatched neighboring edge."
% generator.generation_seed,
)
% generator.generation_seed,
)
_validate_layout_rules(generator)
generator.free()
var connector_stress := _make_generator()
connector_stress.generation_seed = CONNECTOR_STRESS_SEED
connector_stress.maximum_backtracks = 100
root.add_child(connector_stress)
_check(
connector_stress.generate(),
"Connector propagation must solve the known stress seed.",
)
_check(
connector_stress._backtrack_count < 100,
"Connector propagation must reject unsupported branches early.",
)
connector_stress.free()
func _validate_authored_rotations(generator: TerrainChunkGenerator) -> void:
var counts: Dictionary[StringName, int] = {}
for variant: TerrainChunkVariant in generator._variants:
var stable_id := variant.definition.stable_id
counts[stable_id] = counts.get(stable_id, 0) + 1
for stable_id: StringName in EXPECTED_VARIANT_COUNTS:
_check(
counts.get(stable_id, 0) == EXPECTED_VARIANT_COUNTS[stable_id],
"%s must preserve every explicitly allowed rotation." % stable_id,
)
var stream := CATALOG.definition_for_id(&"chunk_0003")
_check(stream != null, "The stream definition must be available.")
if stream == null:
return
for quarter_turns: int in 4:
var stream_variant := _find_variant(
generator,
&"chunk_0003",
quarter_turns,
)
_check(
stream_variant != null,
"The stream must support rotation %d." % quarter_turns,
)
if stream_variant == null:
continue
var expected_inlet := 1 << int(TerrainChunkTopology.rotated_edge(
TerrainChunkTopology.Edge.NORTH,
quarter_turns,
))
var expected_outlet := 1 << int(TerrainChunkTopology.rotated_edge(
TerrainChunkTopology.Edge.SOUTH,
quarter_turns,
))
_check(
stream_variant.rotated_edge_mask(stream.water_inlet_edges)
== expected_inlet,
"The rotated stream inlet must follow its authored orientation.",
)
_check(
stream_variant.rotated_edge_mask(stream.water_outlet_edges)
== expected_outlet,
"The rotated stream outlet must follow its authored orientation.",
)
var beach := CATALOG.definition_for_id(&"chunk_0002")
_check(beach != null, "The beach definition must be available.")
if beach == null:
return
for quarter_turns: int in 4:
var beach_variant := _find_variant(
generator,
&"chunk_0002",
quarter_turns,
)
_check(
beach_variant != null,
"The beach must support rotation %d." % quarter_turns,
)
if beach_variant == null:
continue
var expected_ocean_edge := 1 << int(
TerrainChunkTopology.rotated_edge(
TerrainChunkTopology.Edge.EAST,
quarter_turns,
)
)
_check(
beach_variant.rotated_edge_mask(beach.ocean_facing_edges)
== expected_ocean_edge,
"The rotated beach must keep its low edge facing the ocean.",
)
_check(
not generator._variant_respects_ocean_boundary(
beach_variant,
Vector2i(3, 3),
),
"A beach slope must never direct its low edge into the map.",
)
var boundary_coordinate := Vector2i(3, 3)
match TerrainChunkTopology.rotated_edge(
TerrainChunkTopology.Edge.EAST,
quarter_turns,
):
TerrainChunkTopology.Edge.NORTH:
boundary_coordinate.y = 0
TerrainChunkTopology.Edge.EAST:
boundary_coordinate.x = generator.grid_size.x - 1
TerrainChunkTopology.Edge.SOUTH:
boundary_coordinate.y = generator.grid_size.y - 1
TerrainChunkTopology.Edge.WEST:
boundary_coordinate.x = 0
_check(
generator._variant_respects_ocean_boundary(
beach_variant,
boundary_coordinate,
),
"A beach slope must be legal when its low edge faces open ocean.",
)
var grass_ocean_edge := CATALOG.definition_for_id(&"chunk_0005")
var grass_beach_transition := CATALOG.definition_for_id(&"chunk_0006")
var grass_ocean_corner := CATALOG.definition_for_id(&"chunk_0007")
_check(
(
grass_ocean_edge != null
and grass_beach_transition != null
and grass_ocean_corner != null
),
"The authored coastline additions must be available.",
)
if (
grass_ocean_edge == null
or grass_beach_transition == null
or grass_ocean_corner == null
):
return
var beach_zero := _find_variant(generator, &"chunk_0002", 0)
var grass_edge_zero := _find_variant(generator, &"chunk_0005", 0)
var grass_edge_south := _find_variant(generator, &"chunk_0005", 3)
var transition_zero := _find_variant(generator, &"chunk_0006", 0)
var corner_zero := _find_variant(generator, &"chunk_0007", 0)
_check(
beach_zero != null
and grass_edge_zero != null
and grass_edge_south != null
and transition_zero != null
and corner_zero != null,
"The unrotated coastline variants must be available.",
)
if (
beach_zero != null
and grass_edge_zero != null
and grass_edge_south != null
and transition_zero != null
and corner_zero != null
):
_check(
grass_edge_zero.profile(
TerrainChunkTopology.Edge.EAST
).points.is_empty(),
"The grass cliff's authored east edge must remain open to ocean.",
)
_check(
transition_zero.profile(
TerrainChunkTopology.Edge.NORTH
).matches(
beach_zero.profile(TerrainChunkTopology.Edge.SOUTH),
generator.edge_match_tolerance,
),
"The transition's north side must match the authored beach.",
)
_check(
transition_zero.profile(
TerrainChunkTopology.Edge.SOUTH
).matches(
grass_edge_zero.profile(TerrainChunkTopology.Edge.NORTH),
generator.edge_match_tolerance,
),
"The transition's south side must match the grass cliff.",
)
_check(
corner_zero.profile(TerrainChunkTopology.Edge.EAST).points.is_empty()
and corner_zero.profile(
TerrainChunkTopology.Edge.SOUTH
).points.is_empty(),
"The corner's authored east and south edges must remain open to ocean.",
)
_check(
corner_zero.profile(TerrainChunkTopology.Edge.NORTH).matches(
grass_edge_zero.profile(TerrainChunkTopology.Edge.SOUTH),
generator.edge_match_tolerance,
),
"The corner's north side must join a straight grass ocean edge.",
)
_check(
corner_zero.profile(TerrainChunkTopology.Edge.WEST).matches(
grass_edge_south.profile(TerrainChunkTopology.Edge.EAST),
generator.edge_match_tolerance,
),
"The corner's west side must join a straight grass ocean edge.",
)
var flat_grass := _find_variant(generator, &"chunk_0000", 0)
var flat_sand := _find_variant(generator, &"chunk_0001", 0)
_check(
flat_grass != null and flat_sand != null,
"Flat grass and sand variants must be available for seam validation.",
)
if flat_grass != null and flat_sand != null:
for quarter_turns: int in 4:
var transition := _find_variant(
generator,
&"chunk_0006",
quarter_turns,
)
if transition == null:
continue
var inland_edge := TerrainChunkTopology.rotated_edge(
TerrainChunkTopology.Edge.WEST,
quarter_turns,
)
var neighbor_edge := TerrainChunkTopology.opposite_edge(inland_edge)
_check(
generator._edges_are_compatible(
transition,
inland_edge,
flat_grass,
neighbor_edge,
),
"Every transition rotation must accept grass behind it.",
)
_check(
not generator._edges_are_compatible(
transition,
inland_edge,
flat_sand,
neighbor_edge,
),
"No transition rotation may accept sand behind it.",
)
for stable_id: StringName in [&"chunk_0005", &"chunk_0006", &"chunk_0007"]:
for quarter_turns: int in 4:
var coast_variant := _find_variant(
generator,
stable_id,
quarter_turns,
)
_check(
coast_variant != null,
"%s must support rotation %d." % [stable_id, quarter_turns],
)
if coast_variant == null:
continue
_check(
not generator._variant_respects_ocean_boundary(
coast_variant,
Vector2i(3, 3),
),
"%s must never place its ocean edge inside the map." % stable_id,
)
if stable_id != &"chunk_0007":
continue
var boundary_coordinate := Vector2i(3, 3)
var ocean_edges := coast_variant.rotated_edge_mask(
grass_ocean_corner.ocean_facing_edges
)
for edge_value: int in TerrainChunkTopology.Edge.values():
if (ocean_edges & (1 << edge_value)) == 0:
continue
match edge_value as TerrainChunkTopology.Edge:
TerrainChunkTopology.Edge.NORTH:
boundary_coordinate.y = 0
TerrainChunkTopology.Edge.EAST:
boundary_coordinate.x = generator.grid_size.x - 1
TerrainChunkTopology.Edge.SOUTH:
boundary_coordinate.y = generator.grid_size.y - 1
TerrainChunkTopology.Edge.WEST:
boundary_coordinate.x = 0
_check(
generator._variant_respects_ocean_boundary(
coast_variant,
boundary_coordinate,
),
"Each grass corner rotation must fit its matching map corner.",
)
func _validate_generation_summary(generator: TerrainChunkGenerator) -> void:
var summary := generator._build_summary()
_check(
int(summary.get("variant_count", 0)) == 33,
"The current catalog must expose all 33 authored rotations.",
)
_check(
int(summary.get("solver_variant_count", 0))
== EXPECTED_SOLVER_VARIANT_COUNT,
"Equivalent visual rotations must share one solver constraint.",
)
_check(
int(summary.get("adjacent_repeat_edges", -1))
== generator._count_adjacent_repeat_edges(),
"The summary must report adjacent repeated chunk definitions.",
)
_check(
str(summary.get("layout_fingerprint", ""))
== generator.placement_fingerprint(),
"The summary must identify the exact resolved layout.",
)
_check(
generator.placement_fingerprint().length() == 64,
"The resolved layout fingerprint must be SHA-256.",
)
var variant_counts: Dictionary = summary.get("variant_counts", {})
for stable_id: StringName in EXPECTED_VARIANT_COUNTS:
_check(
int(variant_counts.get(stable_id, 0))
== EXPECTED_VARIANT_COUNTS[stable_id],
"The summary must report %s rotation candidates." % stable_id,
)
func _find_variant(
generator: TerrainChunkGenerator,
stable_id: StringName,
quarter_turns: int,
) -> TerrainChunkVariant:
for variant: TerrainChunkVariant in generator._variants:
if (
variant.definition.stable_id == stable_id
and variant.quarter_turns == quarter_turns
):
return variant
return null
func _make_generator() -> TerrainChunkGenerator:
var generator := TerrainChunkGenerator.new()
generator.catalog = CATALOG
generator.grid_size = Vector2i(5, 5)
generator.grid_size = Vector2i(7, 7)
generator.generation_seed = TEST_SEED
generator.generate_on_ready = false
generator.build_collision = false
@ -201,6 +713,128 @@ func _all_neighbor_edges_match(generator: TerrainChunkGenerator) -> bool:
return true
func _validate_layout_rules(generator: TerrainChunkGenerator) -> void:
_check(
generator._neighbor_requirement_validation_error(
generator._placements
).is_empty(),
"Every generated chunk must satisfy its authored neighbor count.",
)
_check(
generator._walkable_connectivity_validation_error(
generator._placements
).is_empty(),
"All walkable generated terrain must remain connected to spawn.",
)
var center := Vector2i(
generator.grid_size.x / 2,
generator.grid_size.y / 2,
)
var safe_spawn_neighbors := 0
for edge_value: int in TerrainChunkTopology.Edge.values():
var neighbor_coordinate := (
center
+ TerrainChunkTopology.grid_offset(
edge_value as TerrainChunkTopology.Edge
)
)
var neighbor := generator._placements[
neighbor_coordinate.y * generator.grid_size.x
+ neighbor_coordinate.x
]
if "spawn_safe" in neighbor.definition.tags:
safe_spawn_neighbors += 1
_check(
safe_spawn_neighbors >= 3,
"At least three cardinal spawn neighbors must be safe flat grass.",
)
for index: int in generator._placements.size():
var placement := generator._placements[index]
var coordinate := Vector2i(
index % generator.grid_size.x,
index / generator.grid_size.x,
)
if "coast" in placement.definition.tags:
_check(
generator._variant_respects_ocean_boundary(
placement,
coordinate,
),
"Every coastline chunk must direct its ocean edge outside the grid.",
)
if placement.definition.stable_id == &"chunk_0006":
var touches_beach := false
var touches_grass_edge := false
for edge_value: int in TerrainChunkTopology.Edge.values():
var neighbor_coordinate := (
coordinate
+ TerrainChunkTopology.grid_offset(
edge_value as TerrainChunkTopology.Edge
)
)
if not generator._coordinate_is_inside_grid(neighbor_coordinate):
continue
var neighbor := generator._placements[
neighbor_coordinate.y * generator.grid_size.x
+ neighbor_coordinate.x
]
touches_beach = (
touches_beach
or neighbor.definition.stable_id == &"chunk_0002"
)
touches_grass_edge = (
touches_grass_edge
or neighbor.definition.stable_id == &"chunk_0005"
)
_check(
touches_beach and touches_grass_edge,
"Every grass/beach transition must join both authored edge types.",
)
if placement.definition.stable_id == &"chunk_0007":
var straight_edge_neighbors := 0
for edge_value: int in TerrainChunkTopology.Edge.values():
var neighbor_coordinate := (
coordinate
+ TerrainChunkTopology.grid_offset(
edge_value as TerrainChunkTopology.Edge
)
)
if not generator._coordinate_is_inside_grid(neighbor_coordinate):
continue
var neighbor := generator._placements[
neighbor_coordinate.y * generator.grid_size.x
+ neighbor_coordinate.x
]
if neighbor.definition.stable_id == &"chunk_0005":
straight_edge_neighbors += 1
_check(
straight_edge_neighbors == 2,
"Every grass corner must join two straight grass ocean edges.",
)
if placement.definition.stable_id != &"chunk_0001":
continue
var touches_coast := false
for edge_value: int in TerrainChunkTopology.Edge.values():
var neighbor_coordinate := (
coordinate
+ TerrainChunkTopology.grid_offset(
edge_value as TerrainChunkTopology.Edge
)
)
if not generator._coordinate_is_inside_grid(neighbor_coordinate):
continue
var neighbor := generator._placements[
neighbor_coordinate.y * generator.grid_size.x
+ neighbor_coordinate.x
]
if "coast" in neighbor.definition.tags:
touches_coast = true
_check(
touches_coast,
"Every flat-sand chunk must remain directly attached to a beach.",
)
func _check(condition: bool, message: String) -> void:
if not condition:
_failures.append(message)