From b0ec6deb508c1d75d28bb9e26cdeb3425b201786 Mon Sep 17 00:00:00 2001 From: Erik Date: Fri, 8 May 2026 10:37:55 +0200 Subject: [PATCH] phase(N.1): delete legacy scenery code path; WB is the only path MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Phase N.1 step 8 (final code cleanup): now that ACDREAM_USE_WB_SCENERY has been default-on (commit b84ecbd), remove the legacy in-line algorithms so we don't accumulate dead-code drift. Deleted: - SceneryGenerator.UseWbScenery (feature flag) - SceneryGenerator.IsOnRoad / DisplaceObject / RoadHalfWidth (legacy ports — Generate used to call them) - The legacy in-line implementation in Generate() - SceneryGeneratorTests.DisplaceObject_* (test the deleted method) - SceneryWbConformanceTests.cs entirely (purpose served — proved equivalence pre-migration; would compare WB to WB after delete) Renamed: - GenerateViaWb -> GenerateInternal (it's the only path now) Kept: - Public IsRoadVertex predicate (small surface, useful) - WbSceneryAdapter (consumed by GenerateInternal) - All WbSceneryAdapterTests (still cover the adapter) Co-Authored-By: Claude Opus 4.7 (1M context) --- src/AcDream.Core/World/SceneryGenerator.cs | 395 +----------------- .../World/SceneryGeneratorTests.cs | 68 +-- .../World/SceneryWbConformanceTests.cs | 176 -------- 3 files changed, 24 insertions(+), 615 deletions(-) delete mode 100644 tests/AcDream.Core.Tests/World/SceneryWbConformanceTests.cs diff --git a/src/AcDream.Core/World/SceneryGenerator.cs b/src/AcDream.Core/World/SceneryGenerator.cs index aca7239..b306e41 100644 --- a/src/AcDream.Core/World/SceneryGenerator.cs +++ b/src/AcDream.Core/World/SceneryGenerator.cs @@ -25,11 +25,11 @@ namespace AcDream.Core.World; /// (scale hash constant 0x7f51=32593 not in dumped chunks; /// confirmed against ACViewer which matches all other constants) /// -/// Key implementation note: the decompiled client computes each LCG value as a -/// signed 32-bit int, then normalises with "if (val < 0) val += 2^32" before -/// dividing by 2^32. This is equivalent to our unchecked((uint)(...)) cast. -/// ACViewer's reference omits this cast and is subtly wrong for negative inputs. -/// We deliberately match the decompiled client, not ACViewer. +/// Phase N.1 (2026-05-08): migrated all algorithm calls to WorldBuilder's +/// SceneryHelpers + TerrainUtils. The legacy in-line implementations +/// have been removed; WbSceneryAdapter bridges LandBlock data to WB's +/// TerrainEntry[]. See +/// docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md. /// public static class SceneryGenerator { @@ -37,15 +37,7 @@ public static class SceneryGenerator private const int VerticesPerSide = 9; private const float CellSize = 24.0f; private const float LandblockSize = 192.0f; // 8 cells * 24 units - - /// - /// Phase N.1: scenery placement uses WorldBuilder's SceneryHelpers - /// + TerrainUtils by default. Set ACDREAM_USE_WB_SCENERY=0 - /// to restore the legacy in-line algorithms (escape hatch — to be deleted - /// in Task 8 once we have a session of green visuals). - /// - internal static readonly bool UseWbScenery = - System.Environment.GetEnvironmentVariable("ACDREAM_USE_WB_SCENERY") != "0"; + private const int CellsPerSide = 8; public readonly record struct ScenerySpawn( uint ObjectId, // GfxObj or Setup id @@ -54,12 +46,9 @@ public static class SceneryGenerator float Scale); /// - /// Generate all scenery entries for one landblock. Uses the bit-packed - /// TerrainInfo Type (bits 2-6) and Scenery (bits 11-15) fields to index into - /// Region.TerrainInfo.TerrainTypes[type].SceneTypes[scenery] → a SceneInfo - /// index into Region.SceneInfo.SceneTypes[sceneInfo].Scenes. Each cell picks - /// one scene via a pseudo-random hash of the cell's global coordinates, then - /// iterates the scene's ObjectDesc entries with per-object frequency rolls. + /// Generate all scenery entries for one landblock. Phase N.1 migrated this + /// to call WorldBuilder's SceneryHelpers + TerrainUtils; + /// see docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md. /// public static IReadOnlyList Generate( DatCollection dats, @@ -69,210 +58,20 @@ public static class SceneryGenerator HashSet? buildingCells = null, float[]? heightTable = null) { - // Phase N.1: route to the WorldBuilder-backed implementation when - // ACDREAM_USE_WB_SCENERY=1. See - // docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md. - if (UseWbScenery) - return GenerateViaWb(dats, region, block, landblockId, buildingCells); - - var result = new List(); - - if (region.TerrainInfo?.TerrainTypes is null || region.SceneInfo?.SceneTypes is null) - return result; - - uint blockX = (landblockId >> 24) * 8; // 8 cells per landblock - uint blockY = ((landblockId >> 16) & 0xFFu) * 8; - - // RETAIL iterates 9×9 = 81 VERTICES, not 8×8 = 64 cells. - // Named retail: CLandBlock::get_land_scenes (0x00530460) uses - // `side_vertex_count` (offset 0x40, value 9) as the loop bound. - // The do-while condition `(var+1) < side_vertex_count` runs var 0..8. - // Edge vertices (x=8 or y=8) produce valid spawns when the per-object - // displacement shifts the position back into the [0, 192) range. - for (int x = 0; x < VerticesPerSide; x++) - { - for (int y = 0; y < VerticesPerSide; y++) - { - int i = x * VerticesPerSide + y; - ushort raw = block.Terrain[i]; - - uint terrainType = (uint)((raw >> 2) & 0x1F); // bits 2-6 - uint sceneType = (uint)((raw >> 11) & 0x1F); // bits 11-15 - - // NOTE: retail does NOT skip based on this vertex's road bit. - // The road test happens AFTER displacement via the 4-corner - // polygonal OnRoad check (see below). Removing the - // pre-displacement early-exit restores retail behavior. - - if (terrainType >= region.TerrainInfo.TerrainTypes.Count) continue; - var sceneTypeList = region.TerrainInfo.TerrainTypes[(int)terrainType].SceneTypes; - if (sceneType >= sceneTypeList.Count) continue; - - uint sceneInfo = sceneTypeList[(int)sceneType]; - if (sceneInfo >= region.SceneInfo.SceneTypes.Count) continue; - - var scenes = region.SceneInfo.SceneTypes[(int)sceneInfo].Scenes; - if (scenes.Count == 0) continue; - - uint cellX = (uint)x; - uint cellY = (uint)y; - uint globalCellX = cellX + blockX; - uint globalCellY = cellY + blockY; - - // Scene-selection hash: picks one scene from the terrain's scene list. - // Decompiled: chunk_00530000.c line 1144 - // iVar5 = (iVar8 * 0x2a7f2b89 + 0x6c1ac587) * iVar9 + iVar8 * -0x421be3bd + 0x7f8cda01 - // where iVar8=globalCellX, iVar9=globalCellY. - uint cellMat = globalCellY * (712977289u * globalCellX + 1813693831u) - - 1109124029u * globalCellX + 2139937281u; - double offset = cellMat * 2.3283064e-10; - int sceneIdx = (int)(scenes.Count * offset); - if (sceneIdx >= scenes.Count || sceneIdx < 0) sceneIdx = 0; - - uint sceneId = (uint)scenes[sceneIdx]; - var scene = dats.Get(sceneId); - if (scene is null) continue; - - // Per-object hashes: roll frequency, compute displacement, scale, rotation. - // Decompiled: chunk_00530000.c lines 1168-1174 - // iStack_60 = iVar9 * 0x6c1ac587 → cellYMat - // uStack_78 = iVar9 * iVar8 * 0x5111bfef + 0x70892fb7 → cellMat2 - // iStack_64 = iVar8 * -0x421be3bd → cellXMat - // initial: local_90 = uStack_78 * 0x5b67 (j=0 term) - // per-loop: iStack_70 = (iStack_60 - local_90) + iStack_64; local_90 += uStack_78 - // ⟹ iStack_70 = cellYMat - cellMat2 * (0x5b67 + j) + cellXMat - uint cellXMat = unchecked(0u - 1109124029u * globalCellX); - uint cellYMat = 1813693831u * globalCellY; - uint cellMat2 = 1360117743u * globalCellX * globalCellY + 1888038839u; - - for (uint j = 0; j < scene.Objects.Count; j++) - { - var obj = scene.Objects[(int)j]; - if (obj.WeenieObj != 0) continue; // Weenie entries are dynamic spawns, not static scenery - - // Frequency roll: chunk_00530000.c line 1174 + 1179 - // (fVar1 * _DAT_007c6f10 < (float)piVar11[0x11]) → noise < obj.Frequency - double noise = unchecked((uint)(cellXMat + cellYMat - cellMat2 * (23399u + j))) * 2.3283064e-10; - if (noise >= obj.Frequency) continue; - - // Displacement: pseudo-random offset within the cell. - var localPos = DisplaceObject(obj, globalCellX, globalCellY, j); - - float lx = cellX * CellSize + localPos.X; - float ly = cellY * CellSize + localPos.Y; - - if (lx < 0 || ly < 0 || lx >= LandblockSize || ly >= LandblockSize) - continue; - - // Retail post-displacement road check (FUN_00530d30). - // Ported from ACViewer Landblock.OnRoad — uses the 4-corner - // road bits of the containing cell plus the 5-unit road - // half-width to test whether the displaced (lx,ly) lies on - // the road ribbon. - bool isOnRoad = IsOnRoad(block, lx, ly); - if (isOnRoad) - { - continue; - } - - // Per-spawn building check on the DISPLACED position's cell. - // Retail: CSortCell::has_building(cell) per spawn, not per vertex. - // WorldBuilder: buildingsGrid[gx2, gy2] with 8×8 cell grid. - if (buildingCells is not null) - { - int dcx = Math.Clamp((int)(lx / CellSize), 0, CellsPerSide - 1); - int dcy = Math.Clamp((int)(ly / CellSize), 0, CellsPerSide - 1); - if (buildingCells.Contains(dcx * VerticesPerSide + dcy)) - continue; - } - - // Slope filter: retail uses CLandCell::find_terrain_poly → - // polygon->plane.N.z to get the triangle-specific normal. - // SampleNormalZFromHeightmap picks the correct triangle via - // the cell's split direction, matching retail + WorldBuilder. - if (heightTable is not null && (obj.MinSlope > 0f || obj.MaxSlope < 1f)) - { - float nz = AcDream.Core.Physics.TerrainSurface.SampleNormalZFromHeightmap( - block.Height, heightTable, - landblockId >> 24, (landblockId >> 16) & 0xFFu, - lx, ly); - if (nz < obj.MinSlope || nz > obj.MaxSlope) continue; - } - - // BaseLoc.Z offset: scenery-specific vertical offset from - // the ground (e.g., flowers planted at -0.1m so they - // don't float above grass). The renderer adds groundZ - // later, so pass the BaseLoc.Z through as-is. - float lz = obj.BaseLoc.Origin.Z; - - // Rotation: chunk_005A0000.c lines 4924-4931 (FUN_005a6e60) - // Retail calls FUN_00425f10(baseLoc) to copy baseLoc.Orientation - // into the frame, THEN calls AFrame::set_heading(degrees). - // - // set_heading uses yaw = -(450 - heading) % 360 before converting - // to a quaternion, which introduces a 90° offset + sign flip - // relative to a naive Z rotation. WorldBuilder's - // SceneryHelpers.SetHeading reproduces this. - // - // For objects with Align != 0, retail uses FUN_005a6f60 to - // align to the landcell polygon's normal instead of setting - // heading from the noise. - // - // Composition: final = baseLoc.Orientation * headingQuat - Quaternion rotation = obj.BaseLoc.Orientation; - if (rotation.LengthSquared() < 0.0001f) - rotation = Quaternion.Identity; - - if (obj.MaxRotation > 0f) - { - double rotNoise = unchecked((uint)(1813693831u * globalCellY - - (j + 63127u) * (1360117743u * globalCellY * globalCellX + 1888038839u) - - 1109124029u * globalCellX)) * 2.3283064e-10; - float degrees = (float)(rotNoise * obj.MaxRotation); - // AFrame::set_heading transform — matches retail. - float yawDeg = -((450f - degrees) % 360f); - float yawRad = yawDeg * MathF.PI / 180f; - var headingQuat = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, yawRad); - rotation = headingQuat * rotation; - } - - // Scale: ACViewer Physics/Common/ObjectDesc.cs ScaleObj() (confirmed matches pattern) - // offset constant 0x7f51 = 32593 (not in dumped chunks; cross-verified via ACViewer) - // same LCG structure as rotation/displacement; uint cast per decompiled normalisation - float scale; - if (obj.MinScale == obj.MaxScale) - { - scale = obj.MaxScale; - } - else - { - double scaleNoise = unchecked((uint)(1813693831u * globalCellY - - (j + 32593u) * (1360117743u * globalCellY * globalCellX + 1888038839u) - - 1109124029u * globalCellX)) * 2.3283064e-10; - scale = (float)(Math.Pow(obj.MaxScale / obj.MinScale, scaleNoise) * obj.MinScale); - } - if (scale <= 0) scale = 1f; - - result.Add(new ScenerySpawn( - ObjectId: obj.ObjectId, - LocalPosition: new Vector3(lx, ly, lz), - Rotation: rotation, - Scale: scale)); - } - } - } - - return result; + // heightTable kept for backward compat; WB path uses + // region.LandDefs.LandHeightTable internally via TerrainUtils.GetNormal. + _ = heightTable; + return GenerateInternal(dats, region, block, landblockId, buildingCells); } /// - /// Phase N.1 alternative implementation that delegates the - /// algorithm calls to WorldBuilder's SceneryHelpers + - /// TerrainUtils. Structurally identical to - /// but with WB's tested ports doing the work. Selected by - /// . + /// Returns true if the raw terrain word indicates a road vertex. + /// Bits 0-1 of the terrain word encode the road type; any non-zero value + /// means the vertex is on a road. Ported from ACViewer GetRoad(). /// - private static IReadOnlyList GenerateViaWb( + public static bool IsRoadVertex(ushort raw) => (raw & 0x3u) != 0; + + private static IReadOnlyList GenerateInternal( DatCollection dats, Region region, LandBlock block, @@ -394,160 +193,4 @@ public static class SceneryGenerator return result; } - - /// - /// Returns true if the raw terrain word indicates a road vertex. - /// Bits 0-1 of the terrain word encode the road type; any non-zero value - /// means the vertex is on a road. Ported from ACViewer GetRoad(). - /// - public static bool IsRoadVertex(ushort raw) => (raw & 0x3u) != 0; - - /// - /// Half-width of a road ribbon in world units — the road extends from each - /// road vertex by this amount into the neighbor cells. Matches retail's - /// `_DAT_007c9cc0 = 5.0f` in FUN_00530d30. - /// - private const float RoadHalfWidth = 5.0f; - - /// - /// Retail-faithful road ribbon test — direct port of ACViewer's - /// Landblock.OnRoad (Physics/Common/Landblock.cs lines 300-398), which - /// itself is a port of CLandBlock::on_road (named-retail 0x0052FFF0). - /// - /// Classifies the 4 corners of the cell containing (lx, ly) by road type - /// (bits 0-1 of the terrain word) and applies a different geometric test - /// based on which corners are road vertices. Road ribbons have a 5m - /// half-width (TileLength - RoadWidth = 19m). - /// - internal static bool IsOnRoad(LandBlock block, float lx, float ly) - { - int x = (int)MathF.Floor(lx / CellSize); - int y = (int)MathF.Floor(ly / CellSize); - // Clamp so we don't index past the 9x9 terrain grid - x = Math.Clamp(x, 0, CellsPerSide - 1); - y = Math.Clamp(y, 0, CellsPerSide - 1); - - float rMin = RoadHalfWidth; // 5 - float rMax = CellSize - RoadHalfWidth; // 19 - - // Corner road bits (ACViewer convention): - // r0 = (x0, y0) = SW - // r1 = (x0, y1) = NW - // r2 = (x1, y0) = SE - // r3 = (x1, y1) = NE - bool r0 = IsRoadVertex(block.Terrain[x * VerticesPerSide + y]); - bool r1 = IsRoadVertex(block.Terrain[x * VerticesPerSide + (y + 1)]); - bool r2 = IsRoadVertex(block.Terrain[(x + 1) * VerticesPerSide + y]); - bool r3 = IsRoadVertex(block.Terrain[(x + 1) * VerticesPerSide + (y + 1)]); - - if (!r0 && !r1 && !r2 && !r3) return false; - - float dx = lx - x * CellSize; - float dy = ly - y * CellSize; - - if (r0) - { - if (r1) - { - if (r2) - { - if (r3) return true; - return dx < rMin || dy < rMin; - } - else - { - if (r3) return dx < rMin || dy > rMax; - return dx < rMin; - } - } - else - { - if (r2) - { - if (r3) return dx > rMax || dy < rMin; - return dy < rMin; - } - else - { - if (r3) return MathF.Abs(dx - dy) < rMin; - return dx + dy < rMin; - } - } - } - else - { - if (r1) - { - if (r2) - { - if (r3) return dx > rMax || dy > rMax; - return MathF.Abs(dx + dy - CellSize) < rMin; - } - else - { - if (r3) return dy > rMax; - return CellSize + dx - dy < rMin; - } - } - else - { - if (r2) - { - if (r3) return dx > rMax; - return CellSize - dx + dy < rMin; - } - else - { - if (r3) return CellSize * 2f - dx - dy < rMin; - return false; - } - } - } - } - - private const int CellsPerSide = 8; - - /// - /// Pseudo-random displacement within a cell for a scenery object. Returns a - /// Vector3 in local cell-offset space (the caller adds it to the cell corner - /// to get landblock-local position). - /// - /// Verified against decompiled acclient.exe: chunk_005A0000.c lines 4844-4903 (FUN_005a6cc0). - /// X offset constant 0xb2cd = 45773; Y offset constant 0x11c0f = 72719. - /// Quadrant hash: line 4880; thresholds 0.25/0.5/0.75 map to _DAT_007c97cc/_DAT_007938b8/_DAT_0079c6dc. - /// Decompiled normalises signed-int LCG results with "if (val < 0) val += 2^32"; our - /// unchecked((uint)(...)) is exactly equivalent. - /// - internal static Vector3 DisplaceObject(ObjectDesc obj, uint ix, uint iy, uint iq) - { - float x, y; - var baseLoc = obj.BaseLoc.Origin; - - // X displacement: chunk_005A0000.c lines 4858-4866 - // iVar4 = (param_3 * 0x6c1ac587 - (param_2 * param_3 * 0x5111bfef + 0x70892fb7) * (param_4 + 0xb2cd)) + param_2 * -0x421be3bd - if (obj.DisplaceX <= 0) - x = baseLoc.X; - else - x = (float)(unchecked((uint)(1813693831u * iy - (iq + 45773u) * (1360117743u * iy * ix + 1888038839u) - 1109124029u * ix)) - * 2.3283064e-10 * obj.DisplaceX + baseLoc.X); - - // Y displacement: chunk_005A0000.c lines 4871-4878 (same structure, offset 0x11c0f = 72719) - if (obj.DisplaceY <= 0) - y = baseLoc.Y; - else - y = (float)(unchecked((uint)(1813693831u * iy - (iq + 72719u) * (1360117743u * iy * ix + 1888038839u) - 1109124029u * ix)) - * 2.3283064e-10 * obj.DisplaceY + baseLoc.Y); - - float z = baseLoc.Z; - - // Quadrant selection: chunk_005A0000.c lines 4880-4902 - // iVar4 = (param_3 * 0x6c1ac587 - (param_3 * 0x6f7bd965 + 0x421be3bd) * param_2) + -0x17fcedfd - // 0x6f7bd965=1870387557, 0x421be3bd=1109124029, -0x17fcedfd → -402451965 (uint: 3892515331) - double quadrant = unchecked((uint)(1813693831u * iy - ix * (1870387557u * iy + 1109124029u) - 402451965u)) * 2.3283064e-10; - - if (quadrant >= 0.75) return new Vector3(y, -x, z); - if (quadrant >= 0.5) return new Vector3(-x, -y, z); - if (quadrant >= 0.25) return new Vector3(-y, x, z); - return new Vector3(x, y, z); - } } diff --git a/tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs b/tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs index 3963a5c..83cd73f 100644 --- a/tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs +++ b/tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs @@ -1,13 +1,14 @@ -using System.Numerics; using AcDream.Core.World; using DatReaderWriter.Types; namespace AcDream.Core.Tests.World; /// -/// Tests for SceneryGenerator: road-exclusion, loop bounds, building -/// suppression, and slope filter. The full Generate() pipeline requires -/// real dat files so behavior is tested via internal helpers. +/// Tests for SceneryGenerator. As of Phase N.1 (commit b84ecbd / Task 8 final +/// commit), the displacement / road / slope / rotation / scale algorithms run +/// through WorldBuilder's helpers (SceneryHelpers + TerrainUtils). The only +/// our-side code remaining is the small +/// predicate, which is what these tests cover. /// public class SceneryGeneratorTests { @@ -47,63 +48,4 @@ public class SceneryGeneratorTests $"raw=0x{raw:X4}: IsRoadVertex={actual} but TerrainInfo.Road={ti.Road}"); } } - - // --- Edge vertex displacement tests --- - // Retail iterates 9×9 vertices (0..8 on each axis). Vertices at x=8 or y=8 - // have base positions at 192 (= 8 * 24), which is AT the landblock boundary. - // These produce valid scenery when displacement shifts them back into [0, 192). - - [Fact] - public void DisplaceObject_EdgeVertex_CanProduceValidPosition() - { - // Vertex (3, 8): base_y = 8 * 24 = 192. - // With DisplaceY > 0, some LCG seeds will produce negative displacement, - // shifting the Y back below 192 into the valid range. - var obj = new ObjectDesc - { - DisplaceX = 12f, - DisplaceY = 12f, - BaseLoc = new Frame { Origin = new Vector3(0, 0, 0) } - }; - - // Search across a range of global cell coords to find at least one - // case where vertex y=8 displaces into [0, 192). - bool foundValid = false; - for (uint gx = 0; gx < 64 && !foundValid; gx++) - { - for (uint gy = 0; gy < 64 && !foundValid; gy++) - { - var localPos = SceneryGenerator.DisplaceObject(obj, gx, gy, 0); - // Vertex (3, 8): cell corner at (3*24, 8*24) = (72, 192) - float lx = 3 * 24f + localPos.X; - float ly = 8 * 24f + localPos.Y; - if (ly >= 0 && ly < 192f && lx >= 0 && lx < 192f) - foundValid = true; - } - } - - Assert.True(foundValid, - "Expected at least one (globalCellX, globalCellY) where vertex y=8 " + - "displaces back into [0, 192) — retail's 9×9 loop relies on this"); - } - - [Fact] - public void DisplaceObject_InteriorVertex_AlwaysNearOrigin() - { - var obj = new ObjectDesc - { - DisplaceX = 12f, - DisplaceY = 12f, - BaseLoc = new Frame { Origin = new Vector3(0, 0, 0) } - }; - - // For interior vertices (x < 8, y < 8), displacement is bounded by - // DisplaceX/Y (max 12 units each), so the result stays within one - // cell of the origin. - var localPos = SceneryGenerator.DisplaceObject(obj, 100, 100, 0); - Assert.True(Math.Abs(localPos.X) <= 12f, - $"Interior displacement X={localPos.X} exceeds DisplaceX=12"); - Assert.True(Math.Abs(localPos.Y) <= 12f, - $"Interior displacement Y={localPos.Y} exceeds DisplaceY=12"); - } } diff --git a/tests/AcDream.Core.Tests/World/SceneryWbConformanceTests.cs b/tests/AcDream.Core.Tests/World/SceneryWbConformanceTests.cs deleted file mode 100644 index 362743d..0000000 --- a/tests/AcDream.Core.Tests/World/SceneryWbConformanceTests.cs +++ /dev/null @@ -1,176 +0,0 @@ -using System.Numerics; -using AcDream.Core.World; -using DatReaderWriter.DBObjs; -using DatReaderWriter.Types; -using WB_TerrainUtils = WorldBuilder.Shared.Modules.Landscape.Lib.TerrainUtils; -using WB_SceneryHelpers = Chorizite.OpenGLSDLBackend.Lib.SceneryHelpers; - -namespace AcDream.Core.Tests.World; - -/// -/// Phase N.1 helper-level conformance tests. Each test compares an algorithm -/// in our existing path against WorldBuilder's -/// equivalent for representative inputs. Passing tests are empirical evidence -/// that swapping our inline logic for WB's helpers is behavior-preserving. -/// -/// Inputs exercise both typical vertices (gx=100, gy=100, j=0) and edge -/// vertices at y=8 specifically (Issue #49 territory). -/// -/// IMPORTANT: rotation (RotateObj) is intentionally NOT conformance-tested. -/// During Phase N.1 design we discovered our acdream port of retail's -/// AFrame::set_heading uses a shortcut formula `yawDeg = -(450-degrees)%360` -/// that does NOT match retail's actual behavior. Retail goes through an -/// atan2 round-trip in Frame::set_vector_heading (named-retail symbol -/// 0x00535db0); WorldBuilder ports that round-trip faithfully. Our code -/// produces rotations ~180° off from retail/WB. This bug has been visually -/// undetectable because per-tree rotation noise masks the constant offset. -/// Phase N.1's migration to WB.SceneryHelpers.RotateObj fixes it. Adding a -/// conformance test for rotation here would fail forever — it's the bug -/// the migration is meant to close, not something to preserve. -/// -public class SceneryWbConformanceTests -{ - private static ObjectDesc MakeObj( - float displaceX = 12f, - float displaceY = 12f, - float minScale = 1f, - float maxScale = 1f, - float maxRotation = 0f, - float minSlope = 0f, - float maxSlope = 1f, - int align = 0) - { - return new ObjectDesc - { - ObjectId = 0x02000258u, - DisplaceX = displaceX, - DisplaceY = displaceY, - MinScale = minScale, - MaxScale = maxScale, - MaxRotation = maxRotation, - MinSlope = minSlope, - MaxSlope = maxSlope, - Align = align, - BaseLoc = new Frame { Origin = new Vector3(0, 0, 0) }, - }; - } - - /// - /// Our DisplaceObject ↔ WB's SceneryHelpers.Displace must produce the - /// same Vector3 for the same (obj, ix, iy, iq). - /// - [Theory] - [InlineData(100u, 100u, 0u)] // typical - [InlineData( 50u, 50u, 1u)] // typical, j=1 - [InlineData( 4u, 8u, 0u)] // edge vertex y=8 - [InlineData( 8u, 4u, 0u)] // edge vertex x=8 - public void Displace_OursMatchesWb(uint ix, uint iy, uint iq) - { - var obj = MakeObj(); - var ours = SceneryGenerator.DisplaceObject(obj, ix, iy, iq); - var wb = WB_SceneryHelpers.Displace(obj, ix, iy, iq); - - Assert.Equal(ours.X, wb.X, precision: 4); - Assert.Equal(ours.Y, wb.Y, precision: 4); - Assert.Equal(ours.Z, wb.Z, precision: 4); - } - - /// - /// Our IsOnRoad ↔ WB's TerrainUtils.OnRoad must produce the same bool - /// for the same (lx, ly) when the underlying terrain bits match. - /// - [Theory] - [InlineData( 12.0f, 12.0f)] // cell (0,0) center - [InlineData( 85.08f, 190.97f)] // the 0xA9B1 edge-vertex bug location - [InlineData( 3.0f, 3.0f)] // near a road if r0 is set - [InlineData( 23.5f, 12.0f)] // edge of cell, between cells - public void OnRoad_OursMatchesWb_DiagonalRoad(float lx, float ly) - { - // Build a synthetic LandBlock with road bits at SW (0,0) and NE (1,1) - // of cell (0,0) — the diagonal pattern we saw at 0xA9B1. - var block = new LandBlock(); - // road bit at vertex (0,0) — index 0*9+0 = 0 - block.Terrain[0] = (TerrainInfo)0x0003; // road=3 - // road bit at vertex (1,1) — index 1*9+1 = 10 - block.Terrain[10] = (TerrainInfo)0x0003; - - bool ours = SceneryGenerator.IsOnRoad(block, lx, ly); - - var entries = WbSceneryAdapter.BuildTerrainEntries(block); - bool wb = WB_TerrainUtils.OnRoad(new Vector3(lx, ly, 0), entries); - - Assert.Equal(ours, wb); - } - - /// - /// Our SampleNormalZFromHeightmap ↔ WB's TerrainUtils.GetNormal(...).Z - /// must produce the same Z for representative slope inputs. - /// - [Theory] - [InlineData( 12.0f, 12.0f)] // cell center - [InlineData( 85.08f, 190.97f)] // the 0xA9B1 edge-vertex location - [InlineData( 3.0f, 188.0f)] // near a y-edge - public void GetNormalZ_OursMatchesWb_LinearTable(float lx, float ly) - { - // Heightmap with non-flat terrain so normals are non-trivial. - var heights = new byte[81]; - for (int x = 0; x < 9; x++) - for (int y = 0; y < 9; y++) - heights[x * 9 + y] = (byte)((x * 17 + y * 13) % 256); - - var heightTable = new float[256]; - for (int i = 0; i < 256; i++) heightTable[i] = i * 1.0f; - - const uint lbX = 0xA9, lbY = 0xB1; - - // Build a Region-shaped object with the LandHeightTable populated. - var region = new Region(); - region.LandDefs = new LandDefs(); - region.LandDefs.LandHeightTable = heightTable; - - var block = new LandBlock(); - // Copy heights into block.Height (LandBlock self-initializes Height to byte[81]). - for (int i = 0; i < 81; i++) block.Height[i] = heights[i]; - var entries = WbSceneryAdapter.BuildTerrainEntries(block); - - float ours = AcDream.Core.Physics.TerrainSurface.SampleNormalZFromHeightmap( - heights, heightTable, lbX, lbY, lx, ly); - float wb = WB_TerrainUtils.GetNormal(region, entries, lbX, lbY, - new Vector3(lx, ly, 0)).Z; - - Assert.Equal(ours, wb, precision: 4); - } - - /// - /// Our inline scale logic ↔ WB's SceneryHelpers.ScaleObj must produce - /// the same float for representative inputs. - /// - [Theory] - [InlineData(100u, 100u, 0u, 0.5f, 1.5f)] - [InlineData( 4u, 8u, 0u, 1.0f, 1.0f)] - [InlineData(200u, 250u, 1u, 0.8f, 1.2f)] - public void ScaleObj_OursMatchesWb(uint gx, uint gy, uint j, float minScale, float maxScale) - { - var obj = MakeObj(minScale: minScale, maxScale: maxScale); - - // Our inline logic from SceneryGenerator.Generate (~lines 236-247): - float ours; - if (obj.MinScale == obj.MaxScale) - { - ours = obj.MaxScale; - } - else - { - double scaleNoise = unchecked((uint)(1813693831u * gy - - (j + 32593u) * (1360117743u * gy * gx + 1888038839u) - - 1109124029u * gx)) * 2.3283064e-10; - ours = (float)(Math.Pow(obj.MaxScale / obj.MinScale, scaleNoise) * obj.MinScale); - } - if (ours <= 0) ours = 1f; - - float wb = WB_SceneryHelpers.ScaleObj(obj, gx, gy, j); - if (wb <= 0) wb = 1f; - - Assert.Equal(ours, wb, precision: 4); - } -}