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>
54 lines
1.8 KiB
C#
54 lines
1.8 KiB
C#
using AcDream.Plugin.Abstractions;
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namespace OpenAC.MosswartMassacre.Tests.Fakes;
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/// <summary>
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/// A peer network that records what a plugin imports and hands back the casts
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/// this client announced.
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/// </summary>
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public sealed class FakeNetwork : INetworkAutomation
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{
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public bool IsAvailable { get; set; } = true;
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public List<PluginNetworkClient> ImportedClients { get; } = [];
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public List<(uint Caster, uint Target, uint Spell, int Skill, double Seconds, bool Landed)> ImportedCasts { get; } = [];
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/// <summary>What this client announced, as <see cref="CaptureOwnCasts"/> reports it.</summary>
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public List<PluginPeerCast> OwnCasts { get; } = [];
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/// <summary>Whether an import is accepted.</summary>
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public bool AcceptImports { get; set; } = true;
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public IReadOnlyList<PluginNetworkClient> CaptureClients() => ImportedClients;
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public IReadOnlyList<PluginPeerCast> CaptureOwnCasts(long afterSequence) =>
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[.. OwnCasts.Where(cast => cast.Sequence > afterSequence)];
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public bool ImportRemoteClient(PluginNetworkClient client)
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{
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ImportedClients.Add(client);
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return AcceptImports;
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}
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public bool ImportRemoteCast(
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uint casterObjectId,
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uint targetObjectId,
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uint spellId,
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int effectiveSkill,
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double secondsRemaining,
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bool landed)
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{
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ImportedCasts.Add((casterObjectId, targetObjectId, spellId, effectiveSkill, secondsRemaining, landed));
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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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