diff --git a/tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj b/tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj index c0e3037..1c83fc3 100644 --- a/tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj +++ b/tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj @@ -32,12 +32,4 @@ - - - - - \ No newline at end of file diff --git a/tests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs b/tests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs deleted file mode 100644 index feaa28f..0000000 --- a/tests/AcDream.Core.Tests/Terrain/SplitFormulaDivergenceTest.cs +++ /dev/null @@ -1,168 +0,0 @@ -using AcDream.Core.Terrain; -using Xunit; -using Xunit.Abstractions; -using WbTerrainUtils = WorldBuilder.Shared.Modules.Landscape.Lib.TerrainUtils; -using WbCellSplitDirection = WorldBuilder.Shared.Modules.Landscape.Models.CellSplitDirection; - -namespace AcDream.Core.Tests.Terrain; - -/// -/// Phase N.5b data-collection test: quantifies how often WB's -/// TerrainUtils.CalculateSplitDirection disagrees with acdream's -/// TerrainBlending.CalculateSplitDirection (which retail uses -/// per CLandBlockStruct::ConstructPolygons at retail address -/// 00531d10; named-retail decomp lines 316042-316144 contain -/// the exact constants 0x0CCAC033 / 0x6C1AC587 / 0x421BE3BD / -/// 0x519B8F25). -/// -/// Sweeps every (lbX, lbY, cellX, cellY) tuple in the world map -/// (255 x 255 landblocks x 64 cells = ~4.16M cells) and reports the -/// disagreement rate, per-landblock worst case, and a few named -/// representative landblocks. The number drives the Path A/B/C -/// decision in the N.5b brainstorm: -/// - Low disagreement <5% : Path A's risk is bounded -/// - Medium 5-20% : Path B (fork-patch WB) preferred -/// - High >20% : Path B/C strongly preferred -/// -public class SplitFormulaDivergenceTest -{ - private readonly ITestOutputHelper _out; - - public SplitFormulaDivergenceTest(ITestOutputHelper output) => _out = output; - - [Fact] - public void Quantify_RetailVsWb_DivergenceRate() - { - // Two divergence flavors are tracked simultaneously: - // - // rawDisagree : retail-enum != wb-enum (pure formula output) - // diagonalDisagree: retail-actually-paints-diagonal != - // wb-actually-paints-diagonal (effective geometry) - // - // The two differ because the enums are SEMANTICALLY INVERTED: - // - acdream `CellSplitDirection.SWtoNE` -> renderer paints BL->TR - // (SW-NE diagonal). Matches retail per AC2D Landblocks.cpp:400-412 - // where FSplitNESW=true wraps a TRIANGLE_FAN [BL, BR, TR, TL] = - // diagonal BL-TR. - // - WB `CellSplitDirection.SWtoNE` -> WB's TerrainGeometryGenerator - // emits triangles {BL,TL,BR}+{BR,TL,TR} which share the BR-TL - // diagonal (SE-NW direction). The enum name is misleading; what - // WB actually draws is the OTHER diagonal. - // - // So the question "would WB's pipeline produce the same diagonals as - // retail's pipeline?" is answered by `diagonalDisagree`, not - // `rawDisagree`. If diagonalDisagree is near 0%, WB's formula + - // renderer happen to compose into a correct pipeline (despite the - // confusing labels). If diagonalDisagree is ~50%, the two pipelines - // truly diverge and Path A would visibly break terrain on every - // landblock. - - const int lbCount = 255; - const int cellsPerSide = 8; - long totalCells = 0; - long rawDisagree = 0; - long diagonalDisagree = 0; - - int worstLbDiag = 0; - uint worstLbX = 0, worstLbY = 0; - int bestLbDiag = 64; - uint bestLbX = 0, bestLbY = 0; - - for (uint lbX = 0; lbX < lbCount; lbX++) - for (uint lbY = 0; lbY < lbCount; lbY++) - { - int lbDiagDisagree = 0; - for (uint cx = 0; cx < cellsPerSide; cx++) - for (uint cy = 0; cy < cellsPerSide; cy++) - { - bool retailEnumSWtoNE = - TerrainBlending.CalculateSplitDirection(lbX, cx, lbY, cy) - == CellSplitDirection.SWtoNE; - bool wbEnumSWtoNE = - WbTerrainUtils.CalculateSplitDirection(lbX, cx, lbY, cy) - == WbCellSplitDirection.SWtoNE; - - // What diagonal each pipeline actually paints. - bool retailPaintsBLtoTR = retailEnumSWtoNE; // direct mapping - bool wbPaintsBLtoTR = !wbEnumSWtoNE; // inverted mapping - - totalCells++; - if (retailEnumSWtoNE != wbEnumSWtoNE) rawDisagree++; - if (retailPaintsBLtoTR != wbPaintsBLtoTR) - { - diagonalDisagree++; - lbDiagDisagree++; - } - } - - if (lbDiagDisagree > worstLbDiag) - { - worstLbDiag = lbDiagDisagree; - worstLbX = lbX; - worstLbY = lbY; - } - if (lbDiagDisagree < bestLbDiag) - { - bestLbDiag = lbDiagDisagree; - bestLbX = lbX; - bestLbY = lbY; - } - } - - double rawPct = 100.0 * rawDisagree / totalCells; - double diagPct = 100.0 * diagonalDisagree / totalCells; - - _out.WriteLine($"=== Phase N.5b — terrain split formula divergence ==="); - _out.WriteLine($"Sweep: {lbCount}x{lbCount} landblocks, {cellsPerSide*cellsPerSide} cells each"); - _out.WriteLine($"Total cells: {totalCells:N0}"); - _out.WriteLine(""); - _out.WriteLine($"RAW enum-output disagreement : {rawDisagree,12:N0} ({rawPct:F2}%)"); - _out.WriteLine($" (compares retail-enum vs wb-enum, NOT what each system actually draws)"); - _out.WriteLine(""); - _out.WriteLine($"DIAGONAL-actually-painted disagreement: {diagonalDisagree,12:N0} ({diagPct:F2}%)"); - _out.WriteLine($" (compares retail-paints-BL->TR vs wb-paints-BL->TR; this is the"); - _out.WriteLine($" number that determines whether Path A visibly works)"); - _out.WriteLine(""); - _out.WriteLine($"Worst landblock (diagonal): 0x{worstLbX:X2}{worstLbY:X2} disagrees on {worstLbDiag}/64 cells ({100.0*worstLbDiag/64:F1}%)"); - _out.WriteLine($"Best landblock (diagonal): 0x{bestLbX:X2}{bestLbY:X2} disagrees on {bestLbDiag}/64 cells ({100.0*bestLbDiag/64:F1}%)"); - - // Specific landblocks of interest (per N.5b handoff representative set). - var representative = new (string name, uint lbX, uint lbY)[] - { - ("Holtburg town", 0xA9, 0xB0), - ("Holtburg LB 0xA9B1", 0xA9, 0xB1), - ("Foundry-area", 0x80, 0x80), - ("Cragstone", 0xCB, 0x99), - ("Direlands sample", 0xC0, 0x40), - ("MapOrigin 0x0000", 0x00, 0x00), - ("MapCorner 0xFEFE", 0xFE, 0xFE), - ("Mid-map 0x7F7F", 0x7F, 0x7F), - ("Subway dungeon LB 0x0185 outdoor part", 0x01, 0x85), - }; - - _out.WriteLine(""); - _out.WriteLine("Representative landblocks (diagonal-actually-painted disagreement):"); - foreach (var (name, lbX, lbY) in representative) - { - int dis = 0; - for (uint cx = 0; cx < 8; cx++) - for (uint cy = 0; cy < 8; cy++) - { - bool retailEnum = TerrainBlending.CalculateSplitDirection(lbX, cx, lbY, cy) == CellSplitDirection.SWtoNE; - bool wbEnum = WbTerrainUtils.CalculateSplitDirection(lbX, cx, lbY, cy) == WbCellSplitDirection.SWtoNE; - bool retailPaintsBLtoTR = retailEnum; - bool wbPaintsBLtoTR = !wbEnum; - if (retailPaintsBLtoTR != wbPaintsBLtoTR) dis++; - } - _out.WriteLine($" 0x{lbX:X2}{lbY:X2} {dis,2}/64 cells disagree ({100.0*dis/64:F1}%) {name}"); - } - - // Soft-floor on the DIAGONAL comparison: if diagPct is near 0% the - // formulas are equivalent post-inversion (Path A would just work - // visually; the only "bug" is enum naming). If diagPct is well - // above 0%, Path A truly breaks terrain. - // Soft-ceiling: an inversion of inversion shouldn't push past ~70%. - Assert.True(diagPct >= 0 && diagPct <= 100, - $"Sanity: diagonal disagreement out of range (rate={diagPct:F2}%)"); - } -}