refactor(render): publish the walk visible-cell set
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4 changed files with 29 additions and 46 deletions
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@ -271,9 +271,8 @@ public sealed class LightManager
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/// geometrically closer than the player's own room's torches and win the cap,
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/// leaving the visible room dark. Scoping candidacy to the frame's actual
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/// visible cells (the render already computes this — callers pass last frame's
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/// <c>RetailPViewFrameResult.InViewCells</c>, the main flood PLUS building
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/// look-in cells, one frame of latency, to avoid re-threading a mid-render
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/// callback; flood-only scoping darkened look-in rooms' lanterns) removes
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/// retail-walk visited-cell set, one frame of latency, to avoid re-threading
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/// a mid-render callback) removes
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/// non-visible cells from contention before the
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/// cap ever applies. The distance-sort anchor stays the PLAYER either way — this
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/// parameter only narrows candidacy, it does not change the sort (the #176
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