feat(slice2): add PhysicsEngine.IsLandblockLoaded — readiness gate §3.4
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -31,6 +31,15 @@ public sealed class PhysicsEngine
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/// <summary>Number of registered landblocks (diagnostic).</summary>
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/// <summary>Number of registered landblocks (diagnostic).</summary>
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public int LandblockCount => _landblocks.Count;
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public int LandblockCount => _landblocks.Count;
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/// <summary>
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/// Returns true iff a landblock with this id has been registered via
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/// <see cref="AddLandblock"/>. Because <see cref="AddLandblock"/> registers
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/// terrain + collision cells + portals atomically, ContainsKey implies the
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/// collision mesh is present and resolvable.
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/// </summary>
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public bool IsLandblockLoaded(uint landblockId) =>
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_landblocks.ContainsKey(landblockId);
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/// <summary>
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/// <summary>
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/// Cell-based spatial index for static object collision.
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/// Cell-based spatial index for static object collision.
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/// Populated during landblock streaming; queried by the Transition system.
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/// Populated during landblock streaming; queried by the Transition system.
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@ -0,0 +1,57 @@
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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public class PhysicsEngineIsLandblockLoadedTests
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{
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private static TerrainSurface MakeFlatTerrain()
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{
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var heights = new byte[81];
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Array.Fill(heights, (byte)50);
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var heightTable = new float[256];
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for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
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return new TerrainSurface(heights, heightTable);
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}
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[Fact]
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public void IsLandblockLoaded_AbsentId_ReturnsFalse()
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{
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var engine = new PhysicsEngine();
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Assert.False(engine.IsLandblockLoaded(0xA9B4FFFFu));
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}
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[Fact]
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public void IsLandblockLoaded_AddedId_ReturnsTrue()
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{
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var engine = new PhysicsEngine();
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engine.AddLandblock(0xA9B4FFFFu, MakeFlatTerrain(),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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Assert.True(engine.IsLandblockLoaded(0xA9B4FFFFu));
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}
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[Fact]
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public void IsLandblockLoaded_AnotherIdAbsent_ReturnsFalse()
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{
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var engine = new PhysicsEngine();
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engine.AddLandblock(0xA9B4FFFFu, MakeFlatTerrain(),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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Assert.False(engine.IsLandblockLoaded(0xDEADBEEFu));
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}
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[Fact]
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public void IsLandblockLoaded_AfterRemove_ReturnsFalse()
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{
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var engine = new PhysicsEngine();
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engine.AddLandblock(0xA9B4FFFFu, MakeFlatTerrain(),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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engine.RemoveLandblock(0xA9B4FFFFu);
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Assert.False(engine.IsLandblockLoaded(0xA9B4FFFFu));
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}
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}
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