chore: update formatting penalties in .clang-format and clean up .gitignore; remove outdated testing and validation sections from developer guide
Signed-off-by: szdytom <szdytom@qq.com>
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@ -92,7 +92,7 @@ MacroBlockBegin: ''
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MacroBlockEnd: ''
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MaxEmptyLinesToKeep: 1
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NamespaceIndentation: None
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PenaltyBreakAssignment: 2
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PenaltyBreakAssignment: 500
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PenaltyBreakBeforeFirstCallParameter: 1
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PenaltyBreakComment: 300
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PenaltyBreakFirstLessLess: 120
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@ -101,7 +101,7 @@ PenaltyBreakString: 1000
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PenaltyBreakTemplateDeclaration: 10
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PenaltyExcessCharacter: 1000000
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PenaltyReturnTypeOnItsOwnLine: 200
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PenaltyIndentedWhitespace: 0
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PenaltyIndentedWhitespace: 1
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PointerAlignment: Right
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PPIndentWidth: -1
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ReferenceAlignment: Pointer
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1
.gitignore
vendored
1
.gitignore
vendored
@ -1,3 +1,4 @@
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.cache/
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.vscode/
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build/
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*.out
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@ -166,44 +166,3 @@ void TerrainGenerator::my_custom_pass(TileMap &tilemap) {
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}
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}
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```
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## Testing and Validation
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### Determinism Testing
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Verify same seed produces identical output across runs:
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```cpp
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auto seed = Seed::from_string("test");
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TileMap map1(4), map2(4);
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map_generate(map1, {seed});
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map_generate(map2, {seed});
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// Verify map1 == map2
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```
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### Distribution Analysis
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Check terrain type distributions match biome properties:
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- Count tile types per biome
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- Verify ratios within acceptable tolerance
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- Test with multiple seeds for statistical significance
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### Visual Validation
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Export maps to image formats for visual inspection:
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- Check for realistic terrain patterns
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- Verify biome transitions look natural
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- Ensure no artifacts from generation passes
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## Future Extensions
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### Potential Improvements
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- **Surface Feature Generation**: Trees, structures, resources
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- **Elevation System**: Height maps for 3D terrain
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- **River Generation**: Connected water systems
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- **Chunk Streaming**: Dynamic loading for large worlds
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- **Multithreading**: Parallel chunk generation
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### API Stability
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Core interfaces (TileMap, Chunk, Tile) are stable. Generation system is designed for extensibility without breaking existing code.
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