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}%)");
- }
-}