feat(slice2): add PhysicsEngine.IsLandblockLoaded — readiness gate §3.4

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-21 20:10:22 +02:00
parent 00ef47ed59
commit ad8c24ef8b
2 changed files with 66 additions and 0 deletions

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@ -31,6 +31,15 @@ public sealed class PhysicsEngine
/// <summary>Number of registered landblocks (diagnostic).</summary> /// <summary>Number of registered landblocks (diagnostic).</summary>
public int LandblockCount => _landblocks.Count; public int LandblockCount => _landblocks.Count;
/// <summary>
/// Returns true iff a landblock with this id has been registered via
/// <see cref="AddLandblock"/>. Because <see cref="AddLandblock"/> registers
/// terrain + collision cells + portals atomically, ContainsKey implies the
/// collision mesh is present and resolvable.
/// </summary>
public bool IsLandblockLoaded(uint landblockId) =>
_landblocks.ContainsKey(landblockId);
/// <summary> /// <summary>
/// Cell-based spatial index for static object collision. /// Cell-based spatial index for static object collision.
/// Populated during landblock streaming; queried by the Transition system. /// Populated during landblock streaming; queried by the Transition system.

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@ -0,0 +1,57 @@
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
public class PhysicsEngineIsLandblockLoadedTests
{
private static TerrainSurface MakeFlatTerrain()
{
var heights = new byte[81];
Array.Fill(heights, (byte)50);
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
return new TerrainSurface(heights, heightTable);
}
[Fact]
public void IsLandblockLoaded_AbsentId_ReturnsFalse()
{
var engine = new PhysicsEngine();
Assert.False(engine.IsLandblockLoaded(0xA9B4FFFFu));
}
[Fact]
public void IsLandblockLoaded_AddedId_ReturnsTrue()
{
var engine = new PhysicsEngine();
engine.AddLandblock(0xA9B4FFFFu, MakeFlatTerrain(),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
Assert.True(engine.IsLandblockLoaded(0xA9B4FFFFu));
}
[Fact]
public void IsLandblockLoaded_AnotherIdAbsent_ReturnsFalse()
{
var engine = new PhysicsEngine();
engine.AddLandblock(0xA9B4FFFFu, MakeFlatTerrain(),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
Assert.False(engine.IsLandblockLoaded(0xDEADBEEFu));
}
[Fact]
public void IsLandblockLoaded_AfterRemove_ReturnsFalse()
{
var engine = new PhysicsEngine();
engine.AddLandblock(0xA9B4FFFFu, MakeFlatTerrain(),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
engine.RemoveLandblock(0xA9B4FFFFu);
Assert.False(engine.IsLandblockLoaded(0xA9B4FFFFu));
}
}