Commit graph

188 commits

Author SHA1 Message Date
Erik
abcfb55418 feat(app): walk interior EnvCells for in-building static objects
Addresses the "foundry statue still missing" user feedback after Phase
2c. Diagnostic spike confirmed the statue is not a Stab on
LandBlockInfo.Objects, not a Building on LandBlockInfo.Buildings, and not
a hierarchical Setup part — the highest entity on Holtburg center was
at Z=104 with no entity above the foundry cluster.

Root cause per LandBlockInfo.NumCells's own doc comment: interior cells
live at dat id 0xAAAA0100 + N where AAAA is the landblock id high word
and N runs from 0 to NumCells-1. Each EnvCell has a StaticObjects list
(List<Stab>) holding in-building decorations — statues, furniture,
lamps, crates, rugs, and the like. We weren't loading any of it.

GameWindow.OnLoad now iterates each landblock's LandBlockInfo.NumCells,
loads each EnvCell at the canonical id, walks its StaticObjects, and
hydrates each as a WorldEntity. Position is composed as:

    worldPos = landblockOffset + cellOrigin + (cellRotation * stabLocal)
    worldRot = cellRotation * stabRotation

where cellOrigin/cellRotation come from EnvCell.Position (a Frame in
landblock-local space) and stabLocal/stabRotation come from the Stab's
own Frame (cell-local space). Cell rotation is applied to the stab
position because some cells in AC are rotated relative to the landblock
grid.

Entity counts on Holtburg 3x3:
  Stabs + Buildings      239
  Procedural scenery     419
  Interior StaticObjects 475  (NEW)
  -------
  Total                 1133

Phase 2d done. Interior geometry (walls, floors, ceilings) is still not
rendered — cell shells are Phase 3+ work. Only the StaticObjects list is
walked, which is enough to surface the visible decorations the user sees
inside buildings in real AC.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 21:45:02 +02:00
Erik
9970811dc3 feat(core): procedural scenery from Region.SceneInfo (Phase 2c)
Adds SceneryGenerator.Generate which walks Region.TerrainInfo.TerrainTypes
+ Region.SceneInfo.SceneTypes for each landblock vertex, selects a scene
using the AC client's pseudo-random LCG hash of global cell coordinates,
then rolls each ObjectDesc's frequency, computes a displaced cell-local
position, random scale, and random rotation — the exact algorithm
ACViewer ports from the retail AC client's get_land_scenes().

Phase 2 rendered 239 explicit Stab+Building entities on the 3x3 Holtburg
grid but was missing every procedurally-placed tree, bush, rock, fence,
and small decoration because these are not stored as LandBlockInfo entries.
This adds 419 scenery entities across the same 9 landblocks, bringing the
total to 658.

Integration in GameWindow.OnLoad: after the existing Stab/Building
hydration loop, iterate each landblock's scenery spawns, resolve each
to a GfxObj or Setup via the same mesh pipeline, bake the random scale
into each MeshRef's PartTransform so the static mesh renderer doesn't
need a scale field on WorldEntity, and sample the landblock heightmap
bilinearly for the ground Z (simpler than ACViewer's find_terrain_poly
slope-aware placement).

Deliberate deferrals for first pass:
- No slope-based rejection (obj.MinSlope/MaxSlope). Trees may end up on
  cliffs they shouldn't be on.
- No road-overlap rejection. Scenery may spawn in roads.
- No building-overlap rejection. Scenery may clip buildings.
- No WeenieObj handling (those are dynamic spawns, not static scenery).

All three filters will be added in a follow-up phase when we have the
walkable-polygon infrastructure they need.

Build clean, 48 tests still pass, smoke verified: "scenery: spawned 419
entities across 9 landblocks", process runs without exceptions.

Addresses the user visual feedback after Phase 2b: "some extra details
are missing, like a tree and the statue on top of the foundry". The tree
issue is now fixed (419 trees/bushes/rocks/etc placed). The foundry
statue may still be missing if it's a hierarchical Setup part (Phase 2a's
SetupMesh.Flatten intentionally doesn't walk ParentIndex) — that's a
separate fix if smoke verification shows it's still missing.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 21:07:12 +02:00
Erik
08097b6c7e feat(app): wire IGameState+IEvents into Program and SmokePlugin
Pass WorldGameState and WorldEvents into GameWindow so OnLoad fires
FireEntitySpawned and Add for each hydrated entity. SmokePlugin now
subscribes to EntitySpawned in Enable(), unsubscribes in Disable(),
and logs the replay count at subscribe time and total seen at disable.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 20:31:50 +02:00
Erik
0c0c042dca feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe
Adds WorldEntitySnapshot, IGameState, IEvents abstractions; WorldEvents
implements replay-on-subscribe with per-handler exception swallowing;
WorldGameState tracks entities; AppPluginHost exposes all three; stubs
wired in Program.cs to keep build green ahead of Task 9 live wiring.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 20:29:29 +02:00
Erik
22f684e8c6 feat(app): add CameraController with F toggle and cursor capture
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 20:27:11 +02:00
Erik
7cf6ea267a feat(app): add FlyCamera with WASD + mouse look
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 20:25:19 +02:00
Erik
5640c153f3 feat(app): extract ICamera interface from OrbitCamera
Introduce ICamera (View, Projection, Aspect) and make OrbitCamera implement
it. TerrainRenderer.Draw and StaticMeshRenderer.Draw now accept ICamera,
widening the call-site contract while leaving all runtime behavior unchanged.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 20:24:29 +02:00
Erik
560100e5b6 feat(app): render 3x3 neighbor landblocks with texture atlas
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 20:23:21 +02:00
Erik
347a7e92ff feat(app): add TerrainAtlas for GL_TEXTURE_2D_ARRAY terrain textures 2026-04-10 20:19:36 +02:00
Erik
78ce099440 fix(core): LandblockMesh keys atlas lookup on TerrainInfo.Type
Task 1's subagent used the raw ushort as the map key because the test
used raw ushort 7 as the value. But the atlas map is built from
Region.TerrainInfo.LandSurfaces.TexMerge.TerrainDesc which keys on
TerrainTextureType enum values, extracted from bits 2-6 of the
TerrainInfo ushort per DatReaderWriter's Types/TerrainInfo.cs.

Reverts to using block.Terrain[hi].Type so the Task 2 TerrainAtlas can
actually find matching keys against real dat terrain. The test is
updated to encode Type=7 correctly as (7 << 2) in the raw ushort.
2026-04-10 20:18:09 +02:00
Erik
324abed6eb feat(core): add Vertex.TerrainLayer + LandblockMesh layer map
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-10 20:16:25 +02:00
Erik
cc55c3f812 fix: heightmap transpose + solid-color + translucency + clipmap textures
Three root causes found via systematic debugging after the user reported
that the dc60405 texture fix and 4763b97 height table fix had no visible
effect on Holtburg.

## Heightmap transpose (LandblockMesh.Build)

Phase 1's LandblockMesh.Build indexed block.Height as y*9+x but AC packs
per-vertex heights in x-major order (x*9+y, matching ACViewer's
LandblockStruct: Height[x * VertexDim + y]). The bug was invisible on
flat landblocks (Phase 1 smoke test) but left buildings buried by 10-13
world-Z units on Holtburg, because building Frame.Origin positions
reference the un-transposed ground truth.

Diagnostic evidence (before fix, Holtburg 0xA9B4FFFF):
  entity 0x020000A5 at ( 84.6,126.0) entityZ= 66.03 terrainZ= 78.15 delta=-12.13
  entity 0x02000118 at ( 74.2,139.9) entityZ= 66.03 terrainZ= 78.92 delta=-12.89

After fix: deltas are 0.03 to 2.18 — buildings now sit on the ground
with small positive offsets for foundations.

Regression test added: Build_HeightmapPackedAsXMajor_NotYMajor asserts
asymmetric heights land at the correct world positions.

## Solid-color surfaces with Translucency=1.0 (SurfaceDecoder.DecodeSolidColor)

The "bright pink doors and windows" the user saw were 11 Holtburg
surfaces with OrigTextureId==0 — these carry a ColorValue instead of
a texture chain. Phase 2a's TextureCache dropped them into the magenta
fallback. All 11 turned out to be Base1Solid|Translucent with
Translucency=1.00, meaning "fully transparent placeholder surface"
(debug ColorValue is gray/green/red/blue/black, never displayed).

DecodeSolidColor now takes a translucency parameter and multiplies
alpha by (1 - translucency), so Translucency=1.0 → alpha=0, and the
mesh shader's existing alpha discard (< 0.5) makes the pixel invisible.

TextureCache honors Surface.Type.HasFlag(Base1Solid) and passes
surface.Translucency through.

Regression tests added: DecodeSolidColor_Opaque_PreservesAlpha and
DecodeSolidColor_FullyTranslucent_AlphaGoesToZero.

## Clipmap alpha-key (DecodeIndex16)

AC convention (per ACViewer TextureCache.IndexToColor): on surfaces
marked Base1ClipMap, palette indices 0..7 are treated as fully
transparent regardless of their actual palette color. Without this,
low-index pixels on clipmap surfaces (typically doorway cutouts and
foliage) render as opaque using whatever sentinel color is at those
palette slots.

DecodeRenderSurface now takes an isClipMap parameter. TextureCache
passes Surface.Type.HasFlag(Base1ClipMap). DecodeIndex16 forces
rgba=(0,0,0,0) when isClipMap && idx < 8.

Regression test added: DecodeIndex16_ClipMap_ZerosAlphaForLowIndices.

## Notes

- dc60405's PFID_INDEX16 palette decoder remains correct — no change.
- 4763b97's LandHeightTable wiring remains correct — real-table lookup
  still runs, it just happens to be linear at Holtburg's height range.
  The fix is forward-compatible with mountains elsewhere.
- All three bugs were invisible to the original unit tests. The new
  regression tests pin them down.

## State

- dotnet build: 0 warnings, 0 errors
- dotnet test: 42 passing (was 38 + 4 new)
- Runtime: 126 entities hydrated on Holtburg, no exceptions, no
  magenta fallback (counter was 11, now 0 via diagnostic confirmation)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 19:37:06 +02:00
Erik
dc60405ebc fix(textures): palette-indexed surfaces + alpha cutout shader
Addresses the 'doors, windows, and alpha-keyed parts render bright
pink' issue the user observed after the Phase 2a visual checkpoint.

SurfaceDecoder gains a second overload taking an optional Palette
parameter. When the render surface format is PFID_INDEX16 and a
palette is supplied, each 16-bit value in SourceData is treated as
an index into Palette.Colors (a List<ColorARGB>) and the corresponding
ARGB color's channels are written to the output buffer. The original
no-palette overload is preserved so the Task 3 unit tests that
confirm INDEX16 -> magenta fallback still describe their behavior
correctly (INDEX16 without a palette still returns magenta).

TextureCache now resolves the RenderSurface's DefaultPaletteId via
the dats and passes the resulting Palette (or null) to the decoder.

mesh.frag adds an alpha cutout: fragments with sampled alpha < 0.5
are discarded. Without this, transparent regions of alpha-keyed
textures (doors, windows, foliage cutouts) would render as opaque
rectangles using the texture's background color. This is the
standard alpha-tested approach, simpler than full alpha blending
and matches how AC's original client rendered these surfaces.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 19:12:05 +02:00
Erik
4763b973da fix(terrain): use real LandHeightTable from Region dat
Phase 1 simplified per-vertex height as byte * 2.0f, but AC stores
heights as byte indices into a 256-entry non-linear float lookup
(Region.LandDefs.LandHeightTable). Static object placements in
LandBlockInfo use the real table, so terrain rendered with the
simplified scale left buildings floating or buried.

LandblockMesh.Build now takes an explicit float[] heightTable so
the core code stays testable without a DatCollection. GameWindow
loads Region id 0x13000000 once at startup and passes its
LandDefs.LandHeightTable into every landblock mesh build. The
Phase 1 tests use an identity table (i * 2f for i in 0..255) so
their expectations remain unchanged.

Addresses the 'buildings buried and floating' issue the user
observed after the Phase 2a visual checkpoint.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 19:09:27 +02:00
Erik
1375780e14 feat(app): render static meshes from Holtburg LandBlockInfo 2026-04-10 18:32:09 +02:00
Erik
cefc689ba8 feat(app): add TextureCache for Surface→GL texture handle caching 2026-04-10 18:03:58 +02:00
Erik
5d35f4fe46 feat(core): add WorldView with 3x3 neighbor landblock computation 2026-04-10 18:02:41 +02:00
Erik
8f5b498be6 feat(core): add SetupMesh.Flatten for single-level part hierarchy 2026-04-10 18:01:16 +02:00
Erik
473a06c534 feat(core): add LandblockLoader with Stab+Building → WorldEntity mapping 2026-04-10 17:58:30 +02:00
Erik
dbf913ebb4 feat(core): add SurfaceDecoder for A8R8G8B8 and BCn formats 2026-04-10 17:56:15 +02:00
Erik
f915a13263 feat(core): add GfxObjMesh.Build multi-surface mesh extractor 2026-04-10 17:52:09 +02:00
Erik
01745d30ab chore(core): scaffold World/Meshing/Textures + add BCnEncoder.Net 2026-04-10 17:49:14 +02:00
Erik
6a100ef6e7 refactor(app): harden shutdown per final review
Addresses final code review of phase-1 branch (Important I-1, I-3):

- Move plugin Enable() loop inside the same try block as GameWindow.Run,
  and wrap each Enable() in per-plugin try/catch mirroring the Disable
  loop. Previously, a plugin Enable() throwing would skip the finally
  block entirely: plugins that had already enabled would never get
  disabled, Serilog would never flush, and the exception would escape
  ungracefully. Now Enable failures are logged and contained, and
  shutdown always runs.
- Add a comment at the Get<LandBlock> call in GameWindow.OnLoad explaining
  why TryGet was avoided (the [MaybeNullWhen(false)] nullable-generic
  analysis trips TreatWarningsAsErrors).

I-2 (camera aspect doesn't update on window resize) deferred to Phase 2.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:52:19 +02:00
Erik
fb83e0bb6f feat(app): wire plugin host, ship smoke plugin, log lifecycle
Phase 1 MVP end-to-end. Program.cs initializes Serilog, builds an
AppPluginHost that hands plugins a SerilogAdapter (IPluginLogger),
discovers plugins from the App's output plugins/ dir, loads each via
PluginLoader, calls Enable on all of them before opening the GameWindow,
and calls Disable in a finally block on shutdown.

AcDream.Plugins.Smoke is a new first-party plugin that logs through
the host during Initialize / Enable / Disable. Its csproj references
the abstractions with Private=false + ExcludeAssets=runtime to avoid
shipping a second copy of AcDream.Plugin.Abstractions.dll (which would
break ALC type identity). An MSBuild Target on the App project copies
the plugin DLL into plugins/AcDream.Plugins.Smoke/ and writes the
plugin.json manifest next to it.

Smoke verified against real dats. Console output observed:
  [INF] scanning plugins in ...\plugins
  [INF] smoke plugin initialized
  [INF] loaded plugin acdream.smoke (Smoke Plugin)
  [INF] smoke plugin enabled
  loaded landblock 0xA9B4FFFF
  <window renders terrain>
  [INF] smoke plugin disabled  (on shutdown)

Phase 1 done.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:46:25 +02:00
Erik
87c45c70ac feat(app): render landblock with height-ramp shader + orbit camera
Adds a 2-stage GLSL shader (vertex + fragment), a Shader helper that
compiles/links and exposes SetMatrix4 for uniforms, and an OrbitCamera
with yaw/pitch/distance and a 192-unit-centered target for a single
landblock. TerrainRenderer now takes a Shader and issues an actual
DrawElements call with uView + uProjection uniforms. GameWindow owns
the Shader and Camera, routes mouse drag to camera yaw/pitch, and
scroll wheel to camera distance.

The fragment shader maps world Z to a green-brown-white ramp so
lowlands read green, midlands brown, and peaks white — no textures
yet, but enough to visually confirm the terrain shape.

Shaders are copied to the output dir via a <None Update> item group.

Smoke verified against real dats: process stays alive with no GL
errors, no shader compile/link failures, and no exception trail.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:44:08 +02:00
Erik
8356fe65a0 feat(app): load landblock from dats and upload mesh to GPU
GameWindow now owns a DatCollection + TerrainRenderer. On load it
opens the dat directory passed as argv[0] (or ACDREAM_DAT_DIR), finds
Holtburg (landblock 0xA9B4FFFF) by default with a fallback to the
first landblock in the cell b-tree, builds the CPU mesh from
LandblockMesh.Build, and uploads VBO+EBO+VAO with a 3f/3f/2f attribute
layout. No draw call yet — shader and matrix uniforms land in Task 9.

Enabled AllowUnsafeBlocks on the App csproj so the fixed-buffer upload
in TerrainRenderer compiles. Uses dats.Get<LandBlock>(id) instead of
TryGet(..., out T) to sidestep the [MaybeNullWhen(false)] analysis that
TreatWarningsAsErrors was flagging.

Smoke verified against the real retail dats: prints
"loaded landblock 0xA9B4FFFF" and the window stays alive with no GL
errors or exceptions.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:42:13 +02:00
Erik
6d18e0bd38 feat(app): Silk.NET window smoke — clear to navy
Minimal Silk.NET window wiring: 1280x720, OpenGL 4.3 core profile,
VSync, dark navy clear color, Escape to close. No rendering beyond
the clear call — terrain and shader land in Tasks 8 and 9.

Manual smoke: process starts, stays alive past GL context creation,
produces no stderr, no uncaught exceptions. Actual visual check
will happen end-to-end after Task 10.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:39:40 +02:00
Erik
baf0db303d feat(core): add LandblockMesh flat-terrain generator
Pure CPU mesh generator: takes a DatReaderWriter LandBlock DBObj and
produces 81 vertices + 128 triangles covering 192x192 world units.
Vertices are a readonly record struct (position, normal, texcoord)
so the upcoming GPU upload in Task 8 can sizeof() them directly.
Height byte -> world z uses a simple 2x scale; the real AC height
lookup table is a Phase 2+ concern.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 16:37:52 +02:00
Erik
f6a57cbc6c refactor(core): harden PluginLoader per code review
Addresses code quality review of a7f0732:
- LoadedPlugin now holds the AssemblyLoadContext explicitly so Task 10
  can call Unload() for hot reload (Critical)
- LoadedPlugin.Error is Exception? to match PluginDiscoveryResult and
  preserve stack traces; synthetic failures build FileNotFoundException
  and InvalidOperationException (Important)
- PluginLoader falls back to ReflectionTypeLoadException.Types if
  GetTypes() can't fully resolve (Important)
- Hardcoded abstractions assembly name is now a const (Minor)
2026-04-10 09:57:45 +02:00
Erik
a7f0732026 feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00
Erik
9dfbc05052 refactor(abstractions): rename ILogger to IPluginLogger, doc Initialize
Addresses code quality review of ed1c2d0:
- ILogger would collide with Microsoft.Extensions.Logging.ILogger and Serilog.ILogger
  in any plugin file that imports both namespaces; renamed to IPluginLogger
- IAcDreamPlugin.Initialize now has an XML doc clarifying its lifecycle contract
2026-04-10 09:46:30 +02:00
Erik
ed1c2d061c feat(abstractions): add IAcDreamPlugin, IPluginHost, ILogger 2026-04-10 09:42:52 +02:00
Erik
42480cc751 refactor(core): preserve exception in PluginDiscoveryResult + order deterministically
Addresses code quality review of 9161868:
- PluginDiscoveryResult.Error is now Exception? rather than string?,
  preserving stack traces across the plugin boundary for logging
- PluginDiscovery.Scan orders subdirectories by ordinal string comparison
  so plugin load order is reproducible across platforms
2026-04-10 09:40:17 +02:00
Erik
91618682e2 feat(core): add PluginDiscovery directory scan 2026-04-10 09:35:58 +02:00
Erik
99d2702c13 refactor(core): harden PluginManifest error model
Addresses code quality review of c082ecf:
- Require takes a literal JSON field name, no more fragile PascalCase->camelCase transform
- Parse_MissingRequiredField_Throws asserts exact message, not substring
- Remove unused using System.Text.Json.Serialization
2026-04-10 09:33:00 +02:00
Erik
c082ecf36a feat(core): add PluginManifest json parsing 2026-04-10 09:28:08 +02:00
Erik
caf57cca3e chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00
Erik
020ec2a35d chore: phase 0 — skeleton + dat asset inventory
Brand-new solution targeting .NET 10, using Chorizite.DatReaderWriter 2.1.4
to walk a retail AC dat directory and print how many of each asset type live
in client_portal / client_cell_1 / client_highres / client_local_English.

Opens the four dats in ~16 ms and counts 887,381 indexed assets across 40+
tracked DBObj types. Cell-database terrain (LandBlock, LandBlockInfo, EnvCell)
uses mask-based IDs that DatReaderWriter 2.1.4's GetAllIdsOfType<T> does not
support; worked around with a manual b-tree walk in CountCellByLow16.

Sanity check: LandBlock count is 65,025 = 255 x 255, exactly the AC world grid.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 09:02:56 +02:00