Files
cobblemon-survival-pack/mod/src/main/kotlin/dev/cobblesurvival/selftest/OreNodeTests.kt
T
claudeandClaude Opus 5.5 e206664b3d Phase 9 begins: bigger, sparser veins, a mine-through respawn block, left-out lines
Phase 8 approved (2026-11-09). Adrian's Phase 9 answers: left-out Pokemon rare
in fitting zones; legendaries from crafted summons; no public release.

- Ore veins more sporadic but bigger: nodes about 40 % rarer, veins about 30 %
  further apart, each one block larger in radius. 1.5-3x the ore overall; a
  new island is needed to see it. World check on the regenerated island passes.
- The respawn block (Regenerating Ore Veins' regenerator): the aim passes
  through it unless sneaking (mixin, the pack's first), so ore behind it can be
  mined; much fainter glass through KubeJS assets. Self-test
  regenerator_lets_the_aim_through casts a real ray.
- 31 lines (67 species) with no matching island biome, or no spawn data
  (Rotom), get rare homes in fitting zones (world/zones.json -> homeless).
  Existing spawns and guardians don't change. JEI data and quests regenerated.
- surface_nodes_lie_in_the_ground checks the node's centre column: a wider
  node's edge can lie under a tree or a slope.
- Roadmap: every implemented Pokemon obtainable; Iris and Complementary
  Reimagined as the default shader.

Self-tests and the island check pass.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-11-09 12:45:44 +01:00

57 lines
3.5 KiB
Kotlin

package dev.cobblesurvival.selftest
import dev.cobblesurvival.dev.OreVeins
import dev.cobblesurvival.ore.OreNodes
import dev.cobblesurvival.zone.Zones
import net.minecraft.core.BlockPos
import net.minecraft.core.Direction
import net.minecraft.gametest.framework.GameTestAssertException
import net.minecraft.world.level.ChunkPos
import net.minecraft.world.level.levelgen.Heightmap
/**
* Ore nodes on the island (Adrian, 2026-10-30): a surface node is a small lump of ore in the ground of its zone with
* open air above it; a cave node lies on the floor of its cave biome, touching the cave's air, not buried in a wall.
* Each test places one node on purpose near its zone's sample point and checks it as Regenerating Ore Veins tracks it.
*/
object OreNodeTests {
fun all() = listOf(
SelfTestCase("surface_nodes_lie_in_the_ground", 20, { s -> nodeTest(s, "button_isle", cave = false) }, islandOnly = true),
SelfTestCase("cave_nodes_lie_on_the_cave_floor", 20, { s -> nodeTest(s, "deep_dark", cave = true) }, islandOnly = true),
)
private fun nodeTest(s: Scenario, zone: String, cave: Boolean) {
val level = s.level
val node = OreNodes.nodes.firstOrNull { it.zone == zone && it.cave == cave }
?: throw GameTestAssertException("no ${if (cave) "cave" else "surface"} node kind in $zone")
val sample = Zones.samples[zone] ?: throw GameTestAssertException("no sample point for $zone")
val home = ChunkPos(BlockPos(sample.x, 0, sample.z))
// Next to the sample chunk first (the guardian stands on the sample point), then around it.
val chunks = listOf(ChunkPos(home.x + 2, home.z)) + (-1..1).flatMap { dx -> (-1..1).map { dz -> ChunkPos(home.x + dx, home.z + dz) } }
val grounds = chunks.asSequence()
.onEach { level.getChunk(it.x, it.z) }
.map { OreNodes.fill(level, it, only = node, force = true) }
.firstOrNull { it.isNotEmpty() }
?: throw GameTestAssertException("no spot for a ${node.vein} near $zone's sample point")
for (ground in grounds) {
val blocks = BlockPos.betweenClosed(ground.offset(-node.radius - 1, -node.radius - 1, -node.radius - 1),
ground.offset(node.radius + 1, node.radius + 1, node.radius + 1))
.map { it.immutable() }
.filter { OreVeins.veinAt(level, it) == node.vein }
s.check(blocks.isNotEmpty()) { "the ${node.vein} at ${ground.toShortString()} isn't tracked by Regenerating Ore Veins" }
val exposed = blocks.any { block -> Direction.entries.any { level.getBlockState(block.relative(it)).isAir } }
s.check(exposed) { "the ${node.vein} at ${ground.toShortString()} touches no air: it's buried" }
if (cave) {
s.check(level.getBiome(ground.above()).`is`(node.biome!!)) { "the ${node.vein} at ${ground.toShortString()} isn't in ${node.biome}" }
} else {
// Open ground over the node's centre (leaves don't count): a wide node's edge may lie under a tree or a slope.
val surface = level.getHeight(Heightmap.Types.MOTION_BLOCKING_NO_LEAVES, ground.x, ground.z)
s.check(surface <= ground.y + 2) { "the ${node.vein} at ${ground.toShortString()} is under cover (ground at $surface)" }
s.check(blocks.all { Zones.at(level, it)?.id == zone }) { "the ${node.vein} at ${ground.toShortString()} reaches out of $zone" }
}
}
s.helper.succeed()
}
}