Radar: nearby_objects every second and dungeon_map per dungeon landblock
start_radar/stop_radar from the backend drive it, as before. nearby_objects keeps the original's shape: map coordinates on the surface, landblock-local raw positions with zero map coordinates in a dungeon, ids as signed ints, the same eight object classes, no wielded items or self. dungeon_map is built the original's way from the landblock's cells (x a multiple of 10, whole metres, 6-metre floors, rotation = the orientation's stored W) and sent once per landblock per session; the cells come through a small reader that the plugin API's dungeon-cell data will fill (until then the map is not sent). Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@ -43,3 +43,12 @@ public sealed class FakeNetwork : INetworkAutomation
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return AcceptImports;
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}
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}
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/// <summary>A dungeon-map surface whose sealed landblocks a test names.</summary>
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public sealed class FakeDungeonMap : IDungeonMapAutomation
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{
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public HashSet<uint> SealedLandblocks { get; } = [];
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public bool IsSealedDungeon(uint cellId) =>
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(cellId & 0xFFFFu) >= 0x100u && SealedLandblocks.Contains(cellId & 0xFFFF0000u);
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}
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