package coast import ( "math" "testing" "salty/terrain/internal/field" "salty/terrain/internal/manifest" ) // TestEdtMatchesBruteForce is the one test the whole package rests on. Everything else is written in terms of // "how far is this cell from the waterline and which stretch does it belong to", so a distance transform that // is subtly wrong would not fail loudly, it would put the shelf break in slightly the wrong place everywhere. // Felzenszwalb's transform is exact, so the comparison is against an exhaustive search and the tolerance is // float32 rounding, not a percentage. func TestEdtMatchesBruteForce(t *testing.T) { const w, h = 41, 37 seed := uint32(99) seeds := make([]bool, w*h) for i := range seeds { seed = seed*1664525 + 1013904223 seeds[i] = seed>>20&7 == 0 } seeds[0] = true // guarantee at least one d2, near := edt(seeds, w, h) for y := 0; y < h; y++ { for x := 0; x < w; x++ { best := math.Inf(1) for sy := 0; sy < h; sy++ { for sx := 0; sx < w; sx++ { if !seeds[sy*w+sx] { continue } dx, dy := float64(x-sx), float64(y-sy) if d := dx*dx + dy*dy; d < best { best = d } } } i := y*w + x if math.Abs(float64(d2[i])-best) > 1e-3 { t.Fatalf("cell (%d,%d): d2 %g, brute force %g", x, y, d2[i], best) } // The feature index must be a seed, and it must be one at exactly that distance. n := int(near[i]) if n < 0 || !seeds[n] { t.Fatalf("cell (%d,%d): nearest %d is not a seed", x, y, n) } dx, dy := float64(x-n%w), float64(y-n/w) if math.Abs(dx*dx+dy*dy-best) > 1e-3 { t.Fatalf("cell (%d,%d): nearest seed %d is at %g, not %g", x, y, n, dx*dx+dy*dy, best) } } } } // TestSignedDistanceIsMetresEitherWay checks the sign convention and the unit on a straight coast, where the // answer is arithmetic. The cells asked about are named explicitly: the map's own border is forced to sea by // the continent mask in a real run, and a test that read the border back would be measuring the boundary // condition rather than the transform. func TestSignedDistanceIsMetresEitherWay(t *testing.T) { const w, h = 60, 20 const cellM = 8.0 sea := make([]bool, w*h) for y := 0; y < h; y++ { for x := 0; x < w; x++ { sea[y*w+x] = x < 30 } } g := Measure(sea, w, h, cellM) y := h / 2 for _, c := range []struct { x int want float64 }{{29, -cellM}, {30, cellM}, {33, 4 * cellM}, {26, -4 * cellM}} { if got := float64(g.Dist.Data[y*w+c.x]); math.Abs(got-c.want) > 1e-3 { t.Errorf("x=%d: distance %.3f m, want %.3f m", c.x, got, c.want) } } // The waterline is the sea side of the boundary, one column of it. for _, i := range g.Waterline { if x := int(i) % w; x != 29 { t.Fatalf("waterline cell at x=%d, want 29", x) } } if len(g.Waterline) != h { t.Errorf("%d waterline cells, want %d", len(g.Waterline), h) } // A straight coast of h cells has h boundary edges. if want := float64(h) * cellM; math.Abs(g.ShoreM-want) > 1e-6 { t.Errorf("shoreline %.1f m, want %.1f m", g.ShoreM, want) } } // coastFixture is a straight coast: sea to the left of x=split, a plateau at heightM to the right. func coastFixture(w, h, split int, cellM, heightM float64) (*field.Field, []bool) { f := field.New(w, h, cellM) sea := make([]bool, w*h) for y := 0; y < h; y++ { for x := 0; x < w; x++ { i := y*w + x if x < split { sea[i] = true f.Data[i] = 0 // held at sea level by the solve; the pass overwrites it } else { f.Data[i] = float32(heightM) } } } return f, sea } func testCfg() manifest.Coast { c := manifest.Defaults().Pipeline.Coast c.RoughnessM = 0 // the profile tests are about the profile, not about the noise on it return c } // shelfOnlyCfg silences the surf, which silences the sediment with it: no cut means no supply, and no supply // means the sea floor is the shelf profile and nothing else. Without this the two shelf tests are also testing // the beach the deposition step builds over the top of it, which is a different question and has its own test. func shelfOnlyCfg() manifest.Coast { c := testCfg() c.SurfReachM = 0 c.RiverM3PerKm2 = 0 return c } // TestShelfDeepensAwayFromTheShore is the sea floor's shape: monotone down from the waterline, through the // break, to the abyssal floor, and never above sea level. // // The coast in this fixture stands 5 m above the water, so the shelf comes out at its widest — 3 km of shelf // and 1.6 km of slope — and the map is made wide enough to hold both. That matters: on a narrower map the // abyssal floor is simply never reached, which is correct behaviour and would read as a failed test. func TestShelfDeepensAwayFromTheShore(t *testing.T) { const w, h, split = 1000, 40, 600 const cellM = 8.0 cfg := shelfOnlyCfg() f, sea := coastFixture(w, h, split, cellM, 5) Build(Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: cfg}) y := h / 2 prev := 0.0 for x := split - 1; x >= 1; x-- { z := float64(f.Data[y*w+x]) if z > 0 { t.Fatalf("x=%d: sea floor at %.2f m, above sea level", x, z) } if x < split-1 && z > prev+1e-4 { t.Fatalf("x=%d: sea floor rose from %.2f to %.2f m going offshore", x, prev, z) } prev = z } // Past the shelf and the slope together, 4.6 km out, is the abyssal floor. if z := float64(f.Data[y*w+2]); math.Abs(z+180) > 1 { t.Errorf("the far sea floor is at %.1f m, want -180 m", z) } // And the break is where it was asked for: just inside the shelf width, the depth is the break depth. shelfCells := int(cfg.ShelfKm.Hi()*1000/cellM) - 2 if z := float64(f.Data[y*w+split-1-shelfCells]); math.Abs(z+30) > 2 { t.Errorf("the shelf break is at %.1f m, want -30 m", z) } } // TestShelfIsNarrowerOffAMountain is the one behaviour that makes the shelf width worth deriving rather than // setting: the same manifest gives a wide shelf off a plain and a narrow one off a range. func TestShelfIsNarrowerOffAMountain(t *testing.T) { const w, h, split = 700, 60, 400 const cellM = 8.0 depthAt := func(backshoreM float64, x int) float64 { f, sea := coastFixture(w, h, split, cellM, backshoreM) in := Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: shelfOnlyCfg()} Build(in) return float64(f.Data[(h/2)*w+x]) } // One kilometre offshore: on a plain coast that is still shelf, on a mountain coast it is past the break. const probe = 400 - 125 plain := depthAt(20, probe) mountain := depthAt(600, probe) if !(mountain < plain-20) { t.Errorf("1 km offshore: %.1f m off a 20 m coast, %.1f m off a 600 m coast; "+ "the mountain coast should be far deeper", plain, mountain) } } // TestSurfCutsACliffNotARamp is the shape the surf is for. A ramp would satisfy "the land is lower near the // water" just as well, and it is not what a coast looks like, so the test asks for both halves: a nearly flat // platform at the water and a step at the back of it. func TestSurfCutsACliffNotARamp(t *testing.T) { const w, h, split = 700, 60, 400 const cellM, plateau = 8.0, 120.0 f, sea := coastFixture(w, h, split, cellM, plateau) cfg := testCfg() in := Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: cfg} Build(in) y := h / 2 // The platform: the first five cells inland, 8 to 40 m from the water. for x := split; x < split+5; x++ { if z := float64(f.Data[y*w+x]); z > 8 { t.Errorf("x=%d (%.0f m inland): %.1f m, want a platform near sea level", x, float64(x-split+1)*cellM, z) } } // The land beyond twice the reach is untouched. far := split + int(2*cfg.SurfReachM/cellM) if z := float64(f.Data[y*w+far]); math.Abs(z-plateau) > 1e-3 { t.Errorf("%.0f m inland: %.1f m, want the plateau at %.0f m", 2*cfg.SurfReachM, z, plateau) } // The cliff: somewhere in the strip there is a step of at least a third of the plateau in one cell. biggest := 0.0 for x := split; x < far; x++ { if d := float64(f.Data[y*w+x+1] - f.Data[y*w+x]); d > biggest { biggest = d } } if biggest < plateau/3 { t.Errorf("the biggest step in the surf strip is %.1f m over %.0f m; a %0.f m plateau should leave a "+ "cliff, not a ramp", biggest, cellM, plateau) } } // bayFixture is a straight coast with a semicircular bay bitten out of it, which is the smallest shape that // has both an exposed stretch and a sheltered one. func bayFixture(w, h, split, radius int, cellM, heightM float64) (*field.Field, []bool) { f, sea := coastFixture(w, h, split, cellM, heightM) cx, cy := split, h/2 for y := 0; y < h; y++ { for x := 0; x < w; x++ { dx, dy := float64(x-cx), float64(y-cy) if math.Hypot(dx, dy) < float64(radius) { i := y*w + x sea[i] = true f.Data[i] = 0 } } } return f, sea } // TestSedimentBudgetBalances is an accounting identity, and it is worth asserting because the deposition step // is the only place in the generator where material is moved from one place to another rather than created or // destroyed by a law. Everything cut, plus everything the rivers deliver, is either laid down or reported as // unplaced; nothing evaporates. func TestSedimentBudgetBalances(t *testing.T) { const w, h, split = 400, 400, 250 const cellM = 8.0 f, sea := bayFixture(w, h, split, 90, cellM, 90) res := Build(Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: testCfg()}) s := res.Stats in := s.CutM3 + s.RiverM3 out := s.LaidM3 + s.UnplacedM3 if in <= 0 { t.Fatalf("the surf cut nothing: there is no budget to balance") } if rel := math.Abs(out-in) / in; rel > 0.02 { t.Errorf("cut %.0f m3 + rivers %.0f m3 = %.0f, but laid %.0f + unplaced %.0f = %.0f (%.1f%% out)", s.CutM3, s.RiverM3, in, s.LaidM3, s.UnplacedM3, out, rel*100) } if s.LaidM3 <= 0 { t.Errorf("nothing was laid down at all; a bay should collect sediment") } } // TestSedimentPrefersTheBay is the behaviour the fetch field exists to produce. Without it the surf would cut // a headland and lay the debris straight back down on the headland, which is the one thing a coast never does. func TestSedimentPrefersTheBay(t *testing.T) { const w, h, split, radius = 400, 400, 250, 90 const cellM = 8.0 f, sea := bayFixture(w, h, split, radius, cellM, 90) res := Build(Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: testCfg()}) // Two windows of sea cells: the back of the bay, and open water the same distance offshore from the // straight coast well clear of it. var bay, open float64 for y := 0; y < h; y++ { for x := 0; x < w; x++ { i := y*w + x if !sea[i] || res.Change.Data[i] <= 0 { continue } inBay := math.Hypot(float64(x-split), float64(y-h/2)) < float64(radius) farFromBay := math.Abs(float64(y-h/2)) > float64(radius)*1.6 if inBay { bay += float64(res.Change.Data[i]) } else if farFromBay && x > split-40 { open += float64(res.Change.Data[i]) } } } if !(bay > open*2) { t.Errorf("sediment laid: %.0f m in the bay against %.0f m on the open coast; "+ "shelter is not steering deposition", bay, open) } } // TestBoxBlurIsMassPreservingAndSymmetric guards the drift kernel, which the deposition mass balance rests on. // Support well inside the grid must come through with its total intact, and a single grain must spread to a // kernel that is the same either side of where it started — that symmetry is what makes "what i gives j" equal // "what j gives i", and it is what the zero padding is there to protect. func TestBoxBlurIsMassPreservingAndSymmetric(t *testing.T) { f := field.New(64, 64, 1) seed := uint32(5) var before float64 for y := 20; y < 44; y++ { // support clear of the border by more than the kernel for x := 20; x < 44; x++ { seed = seed*1664525 + 1013904223 f.Data[y*64+x] = float32(seed>>16&255) / 255 before += float64(f.Data[y*64+x]) } } out := boxBlur(f, 5, 3) var after float64 for _, v := range out.Data { after += float64(v) } if rel := math.Abs(after-before) / before; rel > 1e-4 { t.Errorf("the kernel moved the total from %.4f to %.4f (%.4f%%)", before, after, rel*100) } one := field.New(64, 64, 1) one.Data[32*64+32] = 1 k := boxBlur(one, 5, 3) for d := 1; d <= 16; d++ { l, r := k.Data[32*64+32-d], k.Data[32*64+32+d] if math.Abs(float64(l-r)) > 1e-7 { t.Fatalf("the kernel is not symmetric at offset %d: %g against %g", d, l, r) } } } // TestDisabledIsThePreCoastBehaviour keeps the escape hatch honest: --no-coast has to give the flat sea floor // the generator had before this pass, not a half-applied version of it. func TestDisabledIsThePreCoastBehaviour(t *testing.T) { const w, h, split = 200, 40, 120 f, sea := coastFixture(w, h, split, 8, 100) cfg := testCfg() cfg.Enabled = false Build(Input{Height: f, Sea: sea, SeaLevelM: 0, BreakM: 30, AbyssM: 180, Seed: 7, Cfg: cfg}) for i := range sea { if sea[i] && math.Abs(float64(f.Data[i])+180) > 1e-3 { t.Fatalf("cell %d: %.2f m, want a flat floor at -180 m", i, f.Data[i]) } if !sea[i] && math.Abs(float64(f.Data[i])-100) > 1e-3 { t.Fatalf("cell %d: land at %.2f m, want it untouched at 100 m", i, f.Data[i]) } } }