spaceship/tests/test_biome_generation.gd

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extends SceneTree
# Headless gameplay test: run with
# godot --headless -s res://tests/test_biome_generation.gd
# Verifies WorldGen's biome-per-chunk function is deterministic (querying
# the same chunk twice gives the same biome) and that the seeded noise
# field actually produces both biome types within a reasonably large
# sampled area - a regression guard against a threshold tuned so one biome
# never appears at all.
func _initialize() -> void:
var deterministic_ok: bool = true
for i in range(20):
var chunk: Vector2i = Vector2i(i * 3 - 10, i * 2 - 5)
var a: int = WorldGen.biome_at_chunk(chunk)
var b: int = WorldGen.biome_at_chunk(chunk)
if a != b:
deterministic_ok = false
print("FAIL: chunk %s gave %d then %d" % [chunk, a, b])
var space_count: int = 0
var asteroid_count: int = 0
for x in range(-25, 25):
for y in range(-25, 25):
var biome: int = WorldGen.biome_at_chunk(Vector2i(x, y))
if biome == WorldGen.Biome.SPACE:
space_count += 1
elif biome == WorldGen.Biome.ASTEROID_FIELD:
asteroid_count += 1
print("deterministic_ok=%s space_count=%d asteroid_count=%d" % [deterministic_ok, space_count, asteroid_count])
if deterministic_ok and space_count > 0 and asteroid_count > 0:
print("TEST_BIOME_GENERATION: PASS")
quit(0)
else:
print("TEST_BIOME_GENERATION: FAIL")
quit(1)