feat(render): Phase A8 RR4 — wire BuildingRegistry into landblock load
LoadedCell.BuildingId (init + internal setter) — set exactly once at
landblock load time by BuildingLoader; null when the cell isn't
part of any building (outdoor surface cells; dungeon cells not
enumerated in LandBlockInfo.Buildings).
GameWindow landblock-load path: builds BuildingRegistry from
LandBlockInfo.Buildings; stamps each cell's BuildingId; stores the
registry on _buildingRegistries[landblockId] (GameWindow-level dict)
for render-frame lookups. Note: LoadedLandblock is AcDream.Core.World
(a sealed record) — adding an App-type field there would violate
Code Structure Rule #2, so the registry is stored in a new
GameWindow-level dictionary instead. Cleanup wired in both
removeTerrain lambdas (OnLoad + OnResize paths).
drainedCells dict: the existing _pendingCells drain loop is extended
to also build a local CellId→LoadedCell dict; BuildingLoader.Build
uses this dict for the stamping pass so no second iteration is needed.
New BuildingLoaderTest verifies the stamping path. 5 BuildingLoader
tests total (4 from RR3 + 1 new).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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4 changed files with 93 additions and 4 deletions
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@ -85,4 +85,46 @@ public class BuildingLoaderTests
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foreach (var b in reg.All()) ids.Add(b.BuildingId);
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Assert.Equal(new SortedSet<uint> { 1, 2 }, ids); // sequential 1, 2
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}
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[Fact]
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public void Build_StampsLoadedCellBuildingId()
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{
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// Fixture: minimal LoadedCell instances representing 2 cottage cells.
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var cell150 = new AcDream.App.Rendering.LoadedCell
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{
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CellId = 0xA9B40150u,
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Portals = new List<AcDream.App.Rendering.CellPortalInfo>(),
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PortalPolygons = new List<Vector3[]>(),
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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LocalBoundsMin = new Vector3(-5, -5, -5),
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LocalBoundsMax = new Vector3(5, 5, 5),
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ClipPlanes = new List<AcDream.App.Rendering.PortalClipPlane>(),
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};
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var cell151 = new AcDream.App.Rendering.LoadedCell
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{
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CellId = 0xA9B40151u,
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Portals = new List<AcDream.App.Rendering.CellPortalInfo>(),
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PortalPolygons = new List<Vector3[]>(),
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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LocalBoundsMin = new Vector3(-5, -5, -5),
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LocalBoundsMax = new Vector3(5, 5, 5),
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ClipPlanes = new List<AcDream.App.Rendering.PortalClipPlane>(),
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};
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var cells = new Dictionary<uint, AcDream.App.Rendering.LoadedCell>
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{
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{ 0xA9B40150u, cell150 },
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{ 0xA9B40151u, cell151 },
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};
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var info = MakeInfo((0x02000123u, new[] { 0x0150u, 0x0151u }));
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var reg = BuildingLoader.Build(info, 0xA9B40000u, cells);
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Assert.Equal(1, reg.Count);
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var b = System.Linq.Enumerable.First(reg.All());
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// Both cells stamped with the building id:
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Assert.Equal(b.BuildingId, cell150.BuildingId);
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Assert.Equal(b.BuildingId, cell151.BuildingId);
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}
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}
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