refactor(runtime): own world reveal generation

This commit is contained in:
Erik 2026-07-26 17:09:54 +02:00
parent 4ab98b080e
commit a6860d5563
26 changed files with 1294 additions and 502 deletions

View file

@ -65,7 +65,7 @@ public sealed class CurrentGameRuntimeAdapterTests
};
harness.Objects.AddOrUpdate(item);
harness.Chat.OnSystemMessage("runtime parity", 0x1Au);
harness.WorldReveal.Begin(WorldRevealKind.Portal, 0x12340001u);
harness.WorldReveal.Begin(RuntimePortalKind.Portal, 0x12340001u);
WorldRevealReadinessSnapshot readiness =
harness.WorldReveal.PrepareAndEvaluate(0x12340001u);
Assert.True(readiness.IsReady);
@ -792,7 +792,9 @@ public sealed class CurrentGameRuntimeAdapterTests
mouseLook: null,
new NoopCombatInput());
Clock = new UpdateFrameClock();
WorldTransit = new RuntimeWorldTransitState();
WorldReveal = new WorldRevealCoordinator(
WorldTransit,
static (_, _) => true,
static _ => true,
static (_, _) => true,
@ -836,7 +838,7 @@ public sealed class CurrentGameRuntimeAdapterTests
Actions,
MovementState,
Environment,
WorldReveal,
WorldTransit,
Clock,
selectionController);
}
@ -861,6 +863,7 @@ public sealed class CurrentGameRuntimeAdapterTests
public GameplayInputFrameController GameplayInput { get; }
public RecordingCombatModeOperations CombatMode { get; }
public UpdateFrameClock Clock { get; }
public RuntimeWorldTransitState WorldTransit { get; }
public WorldRevealCoordinator WorldReveal { get; }
public RecordingCommandRouting Commands { get; }
public TestTransport Transport { get; }