feat(core): add WorldView with 3x3 neighbor landblock computation
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src/AcDream.Core/World/WorldView.cs
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55
src/AcDream.Core/World/WorldView.cs
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// src/AcDream.Core/World/WorldView.cs
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using DatReaderWriter;
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namespace AcDream.Core.World;
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public sealed class WorldView
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{
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public uint CenterLandblockId { get; }
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public IReadOnlyList<LoadedLandblock> Landblocks { get; }
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public IEnumerable<WorldEntity> AllEntities => Landblocks.SelectMany(lb => lb.Entities);
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private WorldView(uint centerLandblockId, IReadOnlyList<LoadedLandblock> landblocks)
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{
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CenterLandblockId = centerLandblockId;
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Landblocks = landblocks;
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}
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/// <summary>
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/// Load the 3x3 grid of landblocks around <paramref name="centerLandblockId"/>.
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/// Missing neighbors (edges of the world or absent from the cell dat) are silently skipped.
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/// </summary>
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public static WorldView Load(DatCollection dats, uint centerLandblockId)
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{
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var loaded = new List<LoadedLandblock>();
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foreach (var id in NeighborLandblockIds(centerLandblockId))
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{
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var lb = LandblockLoader.Load(dats, id);
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if (lb is not null)
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loaded.Add(lb);
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}
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return new WorldView(centerLandblockId, loaded);
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}
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/// <summary>
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/// Enumerate the 3x3 neighbor landblock ids around a center. Clamps at the world edges
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/// (skipping neighbors that would underflow or overflow the 8-bit coordinate range).
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/// </summary>
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public static IEnumerable<uint> NeighborLandblockIds(uint centerLandblockId)
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{
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int cx = (int)((centerLandblockId >> 24) & 0xFFu);
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int cy = (int)((centerLandblockId >> 16) & 0xFFu);
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for (int dy = -1; dy <= 1; dy++)
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{
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for (int dx = -1; dx <= 1; dx++)
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{
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int nx = cx + dx;
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int ny = cy + dy;
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if (nx < 0 || nx > 0xFF || ny < 0 || ny > 0xFF)
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continue;
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yield return (uint)((nx << 24) | (ny << 16) | 0xFFFFu);
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}
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}
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}
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}
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46
tests/AcDream.Core.Tests/World/WorldViewTests.cs
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46
tests/AcDream.Core.Tests/World/WorldViewTests.cs
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// tests/AcDream.Core.Tests/World/WorldViewTests.cs
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using AcDream.Core.World;
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namespace AcDream.Core.Tests.World;
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public class WorldViewTests
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{
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[Fact]
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public void NeighborIds_Center_Returns9Ids()
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{
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var ids = WorldView.NeighborLandblockIds(0xA9B4FFFFu).ToList();
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Assert.Equal(9, ids.Count);
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Assert.Contains(0xA9B4FFFFu, ids); // center
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Assert.Contains(0xA8B3FFFFu, ids); // NW
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Assert.Contains(0xAAB5FFFFu, ids); // SE
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}
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[Fact]
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public void NeighborIds_LowerEdge_ClampsUnderflow()
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{
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// Landblock 0x0000FFFF — no west or south neighbors.
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var ids = WorldView.NeighborLandblockIds(0x0000FFFFu).ToList();
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// 4 neighbors should exist: center + E + N + NE
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Assert.Equal(4, ids.Count);
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Assert.Contains(0x0000FFFFu, ids);
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Assert.Contains(0x0100FFFFu, ids);
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Assert.Contains(0x0001FFFFu, ids);
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Assert.Contains(0x0101FFFFu, ids);
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}
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[Fact]
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public void NeighborIds_UpperEdge_ClampsOverflow()
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{
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// Landblock 0xFFFFFFFF — no east or north neighbors.
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var ids = WorldView.NeighborLandblockIds(0xFFFFFFFFu).ToList();
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// 4 neighbors: center + W + S + SW
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Assert.Equal(4, ids.Count);
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Assert.Contains(0xFFFFFFFFu, ids);
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Assert.Contains(0xFEFFFFFFu, ids);
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Assert.Contains(0xFFFEFFFFu, ids);
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Assert.Contains(0xFEFEFFFFu, ids);
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}
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}
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