feat(render) Campaign FW1: port the retail landscape draw-order machinery

LandWalkOrder ports LScape::get_block_order @0x00504c50 (near-to-far ring
list, walked backwards by LScape::draw), CLandBlock::calc_sq_draw_order
@0x0052f4a0 (cell array filled backwards from the closest cell),
LandDefs::get_dir @0x005a9aa0, and the 9-case closest-cell direction
switch. The shared 8-slot ring coefficient tables were byte-decoded from
the PDB-paired binary (block VA 0x0081cc6c.., cell VA 0x0081df88.. -
identical sets); the intra-ring visit order is preserved exactly because
it decides draw order between equidistant blocks and the oracle traces
pin it. Thirty focused tests cover coverage/ordering invariants, the
hand-expanded ring-1 pattern, and the direction/closest-cell contracts.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 09:35:26 +02:00
parent 4a72600b45
commit d1fc4a0986
2 changed files with 304 additions and 0 deletions

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using AcDream.App.Rendering.Walk;
namespace AcDream.App.Tests.Rendering.Walk;
public sealed class LandWalkOrderTests
{
[Theory]
[InlineData(5, 5, 11)] // retail defaults: mid_width 11, viewer centered
[InlineData(0, 0, 11)] // viewer at a grid corner
[InlineData(10, 3, 11)] // viewer at an edge
[InlineData(1, 1, 3)]
public void Block_order_covers_every_slot_exactly_once_viewer_first(
int vx, int vy, int width)
{
Span<int> order = new int[width * width];
int count = LandWalkOrder.GetBlockOrder(vx, vy, width, order);
Assert.Equal(width * width, count);
Assert.Equal(vx * width + vy, order[0]);
var seen = new HashSet<int>();
foreach (int slot in order)
Assert.True(seen.Add(slot), $"slot {slot} emitted twice");
}
[Fact]
public void Block_order_is_ring_monotone_near_to_far()
{
const int width = 11;
const int vx = 5, vy = 5;
Span<int> order = new int[width * width];
LandWalkOrder.GetBlockOrder(vx, vy, width, order);
int previousRing = 0;
foreach (int slot in order)
{
int ring = Math.Max(Math.Abs(slot / width - vx), Math.Abs(slot % width - vy));
Assert.True(ring >= previousRing, "a later entry moved to a NEARER ring");
previousRing = ring;
}
}
[Fact]
public void Block_order_ring_one_matches_the_decoded_slot_pattern()
{
// Hand-expanded from the byte-decoded tables for ring 1, step 0:
// (0,+1) (-1,0) (0,-1) (+1,0) (+1,+1) (-1,+1) (-1,-1) (+1,-1)
// — cardinals first (N W S E), then diagonals (NE NW SW SE).
const int width = 3;
Span<int> order = new int[9];
LandWalkOrder.GetBlockOrder(1, 1, width, order);
int[] expected =
[
1 * 3 + 1, // viewer
1 * 3 + 2, // (0,+1)
0 * 3 + 1, // (-1,0)
1 * 3 + 0, // (0,-1)
2 * 3 + 1, // (+1,0)
2 * 3 + 2, // (+1,+1)
0 * 3 + 2, // (-1,+1)
0 * 3 + 0, // (-1,-1)
2 * 3 + 0, // (+1,-1)
];
Assert.Equal(expected, order.ToArray());
}
[Theory]
[InlineData(0, 0, 8)]
[InlineData(7, 7, 8)]
[InlineData(3, 5, 8)]
[InlineData(0, 0, 1)]
public void Cell_order_fills_exactly_and_ends_at_the_closest_cell(
int cx, int cy, int side)
{
Span<int> order = new int[side * side];
order.Fill(-1);
LandWalkOrder.FillCellOrderFarToNear(cx, cy, side, order);
Assert.Equal(cx * side + cy, order[^1]);
var seen = new HashSet<int>();
foreach (int slot in order)
{
Assert.InRange(slot, 0, side * side - 1);
Assert.True(seen.Add(slot), $"slot {slot} written twice");
}
}
[Fact]
public void Cell_order_forward_walk_is_far_to_near()
{
const int side = 8;
const int cx = 2, cy = 6;
Span<int> order = new int[side * side];
LandWalkOrder.FillCellOrderFarToNear(cx, cy, side, order);
int previousRing = int.MaxValue;
foreach (int slot in order)
{
int ring = Math.Max(Math.Abs(slot / side - cx), Math.Abs(slot % side - cy));
Assert.True(ring <= previousRing, "a later entry moved to a FARTHER ring");
previousRing = ring;
}
}
[Theory]
[InlineData(0, 0, LandDirection.InViewerBlock)]
[InlineData(0, 3, LandDirection.North)]
[InlineData(0, -1, LandDirection.South)]
[InlineData(2, 0, LandDirection.East)]
[InlineData(-4, 0, LandDirection.West)]
[InlineData(-1, 1, LandDirection.NorthWest)]
[InlineData(-2, -2, LandDirection.SouthWest)]
[InlineData(3, 1, LandDirection.NorthEast)]
[InlineData(1, -5, LandDirection.SouthEast)]
public void Direction_mapping_matches_get_dir(int dx, int dy, LandDirection expected)
=> Assert.Equal(expected, LandWalkOrder.GetDirection(dx, dy));
[Theory]
[InlineData(LandDirection.InViewerBlock, 5, 3, 8, 5, 3)]
[InlineData(LandDirection.North, 5, 3, 8, 5, 0)] // block north: south edge faces viewer
[InlineData(LandDirection.South, 5, 3, 8, 5, 7)]
[InlineData(LandDirection.East, 5, 3, 8, 0, 3)] // block east: west edge faces viewer
[InlineData(LandDirection.West, 5, 3, 8, 7, 3)]
[InlineData(LandDirection.NorthWest, 5, 3, 8, 7, 0)]
[InlineData(LandDirection.SouthWest, 5, 3, 8, 7, 7)]
[InlineData(LandDirection.NorthEast, 5, 3, 8, 0, 0)]
[InlineData(LandDirection.SouthEast, 5, 3, 8, 0, 7)]
public void Closest_cell_matches_the_direction_switch(
LandDirection dir, int sqx, int sqy, int side, int expectedX, int expectedY)
=> Assert.Equal((expectedX, expectedY), LandWalkOrder.ClosestCell(dir, sqx, sqy, side));
[Fact]
public void Closest_cell_scales_the_viewer_coordinate_for_low_resolution_blocks()
{
// side_cell_count < 8: retail divides the viewer's cell coord by 8/side.
Assert.Equal((2, 1), LandWalkOrder.ClosestCell(LandDirection.InViewerBlock, 5, 3, 4));
Assert.Equal((0, 0), LandWalkOrder.ClosestCell(LandDirection.InViewerBlock, 7, 7, 1));
}
}