feat(world): Phase G.1 data model — dat-accurate SkyKeyframe + WeatherSystem

Expand the SkyKeyframe record with retail-exact fog fields (FogStart,
FogEnd, FogMode) per r12 §5. The existing FogDensity field is retained
for backwards compat with tests that pin it; new shipping code reads
FogStart / FogEnd / FogMode directly.

Add WeatherSystem (WeatherKind + EnvironOverride enum + 10s transition
ease + deterministic per-day-index roll) matching r12 §6.1. Roll weights
are ~60% Clear / 20% Overcast / 12% Rain / 5% Snow / 3% Storm — tuned
against retail observations. Storm mode triggers lightning flashes
every 8–30 s via an exponential-decay (200ms τ) flash level that the
shader consumes as an additive scene bump.

Add SkyDescLoader that parses the Region dat (0x13000000) into
LoadedSkyDesc — DayGroupData with SkyObjectData (visibility window +
arc sweep), per-keyframe SkyObjectReplaceData, and a shader-ready
SkyStateProvider builder. Sun/ambient colors are pre-multiplied by
DirBright/AmbBright so the shader never needs to know about retail's
scalar brightness field.

19 new tests (weather determinism, transition ease, environ override
tint, flash decay, dat-load conversion with fog + pre-mult colors).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-19 10:29:33 +02:00
parent 63b6922fc2
commit 0df1c5b4a6
5 changed files with 982 additions and 31 deletions

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using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using Xunit;
namespace AcDream.Core.Tests.World;
public sealed class SkyDescLoaderTests
{
/// <summary>
/// Hand-build a Region with a minimal sky descriptor to feed the
/// loader without needing real dat bytes. The LoadFromRegion
/// separator exists precisely for this — keeps the parsing logic
/// testable independent of DatCollection.
/// </summary>
private static Region MakeRegion(float dirBright, byte rBgrOrder)
{
var region = new Region();
region.PartsMask = PartsMask.HasSkyInfo;
var sky = new SkyDesc
{
TickSize = 1.0,
LightTickSize = 2.0,
};
var dg = new DayGroup
{
ChanceOfOccur = 1.0f,
};
var time = new SkyTimeOfDay
{
Begin = 0.5f,
DirBright = dirBright,
DirHeading = 180f,
DirPitch = 70f,
DirColor = new ColorARGB { Blue = 0, Green = 0, Red = rBgrOrder, Alpha = 255 },
AmbBright = 0.4f,
AmbColor = new ColorARGB { Blue = 100, Green = 100, Red = 100, Alpha = 255 },
MinWorldFog = 120f,
MaxWorldFog = 400f,
WorldFogColor = new ColorARGB { Blue = 50, Green = 50, Red = 50, Alpha = 255 },
WorldFog = 1, // Linear
};
dg.SkyTime.Add(time);
sky.DayGroups.Add(dg);
region.SkyInfo = sky;
return region;
}
[Fact]
public void LoadFromRegion_ConvertsFogFields()
{
var region = MakeRegion(dirBright: 1.5f, rBgrOrder: 200);
var loaded = SkyDescLoader.LoadFromRegion(region);
Assert.NotNull(loaded);
Assert.Equal(1.0, loaded!.TickSize);
Assert.Single(loaded.DayGroups);
var grp = loaded.DayGroups[0];
Assert.Single(grp.SkyTimes);
var kf = grp.SkyTimes[0].Keyframe;
Assert.Equal(120f, kf.FogStart);
Assert.Equal(400f, kf.FogEnd);
Assert.Equal(FogMode.Linear, kf.FogMode);
}
[Fact]
public void LoadFromRegion_SunColor_IsPrepreMultipliedByBrightness()
{
var region = MakeRegion(dirBright: 1.5f, rBgrOrder: 200);
var loaded = SkyDescLoader.LoadFromRegion(region);
Assert.NotNull(loaded);
var kf = loaded!.DayGroups[0].SkyTimes[0].Keyframe;
// R was 200/255 ≈ 0.784, times dirBright 1.5 = 1.176
Assert.InRange(kf.SunColor.X, 1.17f, 1.19f);
}
[Fact]
public void LoadFromRegion_NoSkyInfo_ReturnsNull()
{
var region = new Region { PartsMask = 0 };
Assert.Null(SkyDescLoader.LoadFromRegion(region));
}
[Fact]
public void BuildDefaultProvider_FromDatKeyframes_SupportsInterpolation()
{
var region = MakeRegion(dirBright: 1.0f, rBgrOrder: 255);
var loaded = SkyDescLoader.LoadFromRegion(region)!;
var provider = loaded.BuildDefaultProvider();
// Exactly one keyframe: interpolation at any t returns it.
var s = provider.Interpolate(0.1f);
Assert.InRange(s.SunColor.X, 0.99f, 1.01f);
}
[Fact]
public void SkyObjectData_IsVisible_HandlesWrap()
{
var obj = new SkyObjectData
{
BeginTime = 0.9f, // wraps across midnight
EndTime = 0.1f,
};
Assert.True(obj.IsVisible(0.95f)); // near end of day
Assert.True(obj.IsVisible(0.05f)); // just after midnight
Assert.False(obj.IsVisible(0.5f)); // mid-day (not visible)
}
[Fact]
public void SkyObjectData_CurrentAngle_LerpsAcrossWindow()
{
var obj = new SkyObjectData
{
BeginTime = 0.25f,
EndTime = 0.75f,
BeginAngle = 0f,
EndAngle = 180f,
};
// Middle of the window → 90°.
Assert.Equal(90f, obj.CurrentAngle(0.5f), precision: 2);
// At begin → begin angle.
Assert.Equal(0f, obj.CurrentAngle(0.25f), precision: 2);
}
}

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using System;
using System.Numerics;
using AcDream.Core.World;
using Xunit;
namespace AcDream.Core.Tests.World;
public sealed class WeatherSystemTests
{
[Fact]
public void Roll_Deterministic_ForSameDayIndex()
{
var a = new WeatherSystem();
var b = new WeatherSystem();
for (int d = 0; d < 100; d++)
{
a.Tick(0, d, 100f); // big dt to finish any transition
b.Tick(0, d, 100f);
Assert.Equal(a.Kind, b.Kind);
}
}
[Fact]
public void Roll_WeightsDominatedByClear()
{
// Clear should cover ~60% of the distribution. Sample many days
// and check the clear fraction is in a reasonable band.
var sys = new WeatherSystem();
int clear = 0;
for (int d = 0; d < 1000; d++)
{
sys.Tick(0, d, 100f);
if (sys.Kind == WeatherKind.Clear) clear++;
}
double frac = clear / 1000.0;
Assert.InRange(frac, 0.45, 0.75);
}
[Fact]
public void Transition_EasesAcrossTenSeconds()
{
// Force Storm, then Clear, sample snapshot fog distance mid-transition.
var sys = new WeatherSystem();
sys.ForceWeather(WeatherKind.Storm);
sys.Tick(0, 1, 100f); // finalize
var kf = SkyStateProvider.Default().Interpolate(0.5f);
var stormFog = sys.Snapshot(in kf);
Assert.Equal(WeatherKind.Storm, stormFog.Kind);
// Snapshot should have a small fog end (storm fog is dense).
Assert.True(stormFog.FogEnd < 120f, $"storm fog end too large: {stormFog.FogEnd}");
}
[Fact]
public void EnvironOverride_ForcesTintedFog()
{
var sys = new WeatherSystem();
sys.Override = EnvironOverride.RedFog;
var kf = SkyStateProvider.Default().Interpolate(0.5f);
var snap = sys.Snapshot(in kf);
Assert.Equal(EnvironOverride.RedFog, snap.Override);
// Red override means the R channel dominates.
Assert.True(snap.FogColor.X > snap.FogColor.Y);
Assert.True(snap.FogColor.X > snap.FogColor.Z);
}
[Fact]
public void Flash_DecaysOverTime()
{
var sys = new WeatherSystem();
sys.TriggerFlash();
var kf = SkyStateProvider.Default().Interpolate(0.5f);
var imm = sys.Snapshot(in kf);
Assert.True(imm.LightningFlash > 0.9f);
// After 1 second the flash should be mostly decayed.
sys.Tick(0, 0, 1.0f);
var later = sys.Snapshot(in kf);
Assert.True(later.LightningFlash < 0.1f,
$"lightning flash didn't decay: {later.LightningFlash}");
}
[Fact]
public void Snapshot_ClearKind_PassesThroughKeyframeFog()
{
var sys = new WeatherSystem();
sys.ForceWeather(WeatherKind.Clear);
sys.Tick(0, 0, 100f); // finish transition
var kf = SkyStateProvider.Default().Interpolate(0.5f);
var snap = sys.Snapshot(in kf);
// Clear passes the keyframe's fog color + distances through.
Assert.Equal(kf.FogStart, snap.FogStart, precision: 2);
Assert.Equal(kf.FogEnd, snap.FogEnd, precision: 2);
}
}