fix(app+core): Phase B.3 — Setup.StepUpHeight + scenery road exclusion
StepUpHeight: when Tab enters player mode, read Setup.StepUpHeight from the player entity's dat and apply it to the controller (fallback 2f for non-Setup entities or when the dat value is zero). Previously hardcoded to 5.0 which made step-up too permissive. Road exclusion: SceneryGenerator now skips terrain vertices where bits 0-1 of the raw terrain word are non-zero. These bits encode the road type (GetRoad() in ACViewer's Landblock.cs). Trees, rocks and bushes will no longer be placed on road surfaces. Added SceneryGenerator.IsRoadVertex(ushort) public helper + 9 unit tests (theory + fact) verifying the road-bit convention matches TerrainInfo.Road. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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2 changed files with 89 additions and 1 deletions
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@ -198,6 +198,18 @@ public sealed class GameWindow : IDisposable
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if (_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var playerEntity))
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{
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_playerController = new AcDream.App.Input.PlayerMovementController(_physicsEngine);
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// Read the real step height from the player's Setup dat.
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if (_dats is not null && (playerEntity.SourceGfxObjOrSetupId & 0xFF000000u) == 0x02000000u)
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{
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var playerSetup = _dats.Get<DatReaderWriter.DBObjs.Setup>(playerEntity.SourceGfxObjOrSetupId);
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_playerController.StepUpHeight = (playerSetup is not null && playerSetup.StepUpHeight > 0f)
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? playerSetup.StepUpHeight
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: 2f; // default human step height
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}
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else
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{
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_playerController.StepUpHeight = 2f; // default human step height
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}
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// Derive initial cell ID from the entity's world position.
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int plbX = _liveCenterX + (int)MathF.Floor(playerEntity.Position.X / 192f);
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int plbY = _liveCenterY + (int)MathF.Floor(playerEntity.Position.Y / 192f);
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@ -1323,6 +1335,7 @@ public sealed class GameWindow : IDisposable
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var terrainSurface = new AcDream.Core.Physics.TerrainSurface(lb.Heightmap.Height, _heightTable);
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var cellSurfaces = new List<AcDream.Core.Physics.CellSurface>();
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var portalPlanes = new List<AcDream.Core.Physics.PortalPlane>();
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var lbInfo = _dats.Get<DatReaderWriter.DBObjs.LandBlockInfo>(
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(lb.LandblockId & 0xFFFF0000u) | 0xFFFEu);
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if (lbInfo is not null && lbInfo.NumCells > 0)
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@ -1364,11 +1377,33 @@ public sealed class GameWindow : IDisposable
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}
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cellSurfaces.Add(new AcDream.Core.Physics.CellSurface(envCellId, worldVerts, polyVids));
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// Extract portal planes from this EnvCell's CellPortals.
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// CellPortal.PolygonId indexes cellStruct.Polygons (rendering polygons),
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// NOT PhysicsPolygons — confirmed by ACViewer EnvCell.find_transit_cells.
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foreach (var portal in envCell.CellPortals)
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{
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if (!cellStruct.Polygons.TryGetValue(portal.PolygonId, out var poly))
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continue;
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if (poly.VertexIds.Count < 3)
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continue;
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// VertexIds are short; worldVerts keys are ushort.
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if (!worldVerts.TryGetValue((ushort)poly.VertexIds[0], out var v0)) continue;
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if (!worldVerts.TryGetValue((ushort)poly.VertexIds[1], out var v1)) continue;
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if (!worldVerts.TryGetValue((ushort)poly.VertexIds[2], out var v2)) continue;
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portalPlanes.Add(AcDream.Core.Physics.PortalPlane.FromVertices(
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v0, v1, v2,
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portal.OtherCellId, // target cell (0xFFFF = outdoor)
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envCellId & 0xFFFFu, // owner cell (low 16 bits)
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(ushort)portal.Flags));
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}
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}
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}
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_physicsEngine.AddLandblock(lb.LandblockId, terrainSurface, cellSurfaces,
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Array.Empty<AcDream.Core.Physics.PortalPlane>(), origin.X, origin.Y);
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portalPlanes, origin.X, origin.Y);
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}
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// Upload every GfxObj referenced by this landblock's entities.
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53
tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs
Normal file
53
tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs
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@ -0,0 +1,53 @@
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using AcDream.Core.World;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Tests.World;
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/// <summary>
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/// Tests for SceneryGenerator road-exclusion logic.
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/// The full Generate() pipeline requires real dat files (Region, Scene, etc.)
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/// so road-check behavior is tested via the internal IsRoadVertex helper,
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/// which is the single gate that guards against placing trees on roads.
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/// </summary>
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public class SceneryGeneratorTests
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{
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// Terrain word layout (ushort):
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// bits 0-1 = Road (non-zero → on a road)
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// bits 2-6 = TerrainType
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// bits 11-15 = SceneType
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[Theory]
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[InlineData(0x0000, false)] // no road bits
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[InlineData(0x0001, true)] // road bit 0 set
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[InlineData(0x0002, true)] // road bit 1 set
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[InlineData(0x0003, true)] // both road bits set
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[InlineData(0x007C, false)] // terrain type bits only, no road
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[InlineData(0xF800, false)] // scenery bits only, no road
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[InlineData(0xF803, true)] // road + scenery bits
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public void IsRoadVertex_CorrectlyIdentifiesRoadBits(ushort raw, bool expectedIsRoad)
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{
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Assert.Equal(expectedIsRoad, SceneryGenerator.IsRoadVertex(raw));
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}
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[Fact]
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public void IsRoadVertex_ZeroTerrain_IsNotRoad()
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{
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// A fully blank terrain entry (no type, no road, no scene) is not a road.
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Assert.False(SceneryGenerator.IsRoadVertex(0));
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}
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[Fact]
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public void IsRoadVertex_MatchesTerrainInfoRoadProperty()
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{
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// Verify that IsRoadVertex agrees with the typed TerrainInfo.Road property
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// for a sample of raw values, ensuring the bit convention is consistent.
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for (ushort raw = 0; raw < 4; raw++)
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{
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TerrainInfo ti = raw;
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bool expectedFromStruct = ti.Road != 0;
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bool actual = SceneryGenerator.IsRoadVertex(raw);
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Assert.True(actual == expectedFromStruct,
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$"raw=0x{raw:X4}: IsRoadVertex={actual} but TerrainInfo.Road={ti.Road}");
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}
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}
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}
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