Commit graph

13 commits

Author SHA1 Message Date
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
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
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
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