diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 87c7b2da..464590f3 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -46,6 +46,50 @@ Copy this block when adding a new issue: # Active issues +## #50 — Road-edge tree at 0xA9B1 visible in acdream but not retail + +**Status:** OPEN +**Severity:** LOW (cosmetic; one spawned tree near the road in Holtburg) +**Filed:** 2026-05-08 +**Component:** scenery placement / Phase N (WorldBuilder rendering migration) + +**Description:** With `ACDREAM_USE_WB_SCENERY=1` (default since commit `b84ecbd`), +a tree at landblock 0xA9B1 around `(lx=85.08, ly=190.97)` appears in acdream but +neither retail nor ACME WorldBuilder render it. Upstream Chorizite/WorldBuilder +DOES render it, so our migration to WB's helpers (Phase N.1) inherited this +discrepancy from upstream. + +**Root cause (suspected):** ACME WorldBuilder includes a per-vertex road check that +skips the entire vertex when its road bit is set (see +`references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074`). +The current vertex (4,8) has a road bit set in the dat. ACME skips it; +Chorizite/WorldBuilder doesn't; we don't. + +**Fix attempt that didn't work:** commit `e279c46` added the per-vertex road check +directly to our `GenerateViaWb` (and legacy `Generate` for parity). It successfully +removed the offending tree but over-suppressed scenery in other landblocks (visual +regressions during user testing). Reverted in commit `677a726`. ACME's check likely +interacts with other factors (per-vertex building check, or something else in ACME's +pipeline) that we'd need to port together, not the road check alone. + +**Next steps:** +1. Investigate ACME's full per-vertex filter set (road + building + anything else) + and port them as a coherent unit, not piecemeal. +2. OR upstream the per-vertex road check to Chorizite/WorldBuilder (which is now our + submodule fork) so it lands as a generic ACME-conformance improvement. +3. OR consider switching fork target from Chorizite/WorldBuilder to ACME WorldBuilder + for future phases (N.2+). + +Visually undetectable to most users; one extra tree at one landblock. Defer until +other Phase N work catches a similar issue and a coherent fix becomes obvious. + +**Files:** +- `src/AcDream.Core/World/SceneryGenerator.cs` — `GenerateInternal` is the active path +- `src/AcDream.Core/World/WbSceneryAdapter.cs` — adapter used by `GenerateInternal` +- `references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074` — ACME's per-vertex road filter + +--- + ## #49 — Scenery (X, Y) placement drifts from retail at some landblocks **Status:** OPEN diff --git a/docs/plans/2026-04-11-roadmap.md b/docs/plans/2026-04-11-roadmap.md index 9e66f68c..ee78dc50 100644 --- a/docs/plans/2026-04-11-roadmap.md +++ b/docs/plans/2026-04-11-roadmap.md @@ -57,6 +57,7 @@ | K | Input architecture — `Action` enum, `KeyChord`, `KeyBindings`, multicast `InputDispatcher` with scope-stack + modal capture, retail-default keymap (152 bindings), `keybinds.json` persistence, F11 Settings panel with click-to-rebind + conflict detection, main menu bar + View menu | Live ✓ | | L.0 | Full retail-style Settings interface — F11 tabbed panel with 6 tabs (Keybinds + Display + Audio + Gameplay + Chat + Character). `settings.json` at `%LOCALAPPDATA%\acdream\`, per-toon `Character` keying (swapped on EnterWorld). Display GL knobs (Resolution / Fullscreen / VSync / FOV / ShowFps) + Audio (Master / SFX) live-wired; Gameplay / Chat / Character settings persist for server-sync wiring later. Tab API extension to `IPanelRenderer`; chat Copy mode (read-only multi-line); per-panel layout reset; FramebufferResize handler keeps GL viewport + camera aspect + panel positions in sync. | Live ✓ | | C.1 | PES particle system + sky-pass refinements — retail-faithful `ParticleEmitterInfo` unpack with all 13 motion integrators (`Particle::Init`/`Update` ports of `0x0051c290`/`0x0051c930`), `PhysicsScriptRunner` with `CallPES` self-loop semantics, `ParticleHookSink` with `EmitterDied` cleanup, instanced billboard `ParticleRenderer` with material-derived blend (DAT emitters never default additive — pulled from particle GfxObj surface), global back-to-front sort, BC clipmap alpha-keying, AttachLocal `is_parent_local=1` live-parent follow via `UpdateEmitterAnchor`. Sky pass: `Translucent+ClipMap` → alpha-blend cloud sheet (matches `D3DPolyRender::SetSurface` `0x0059c4d0`), raw-`Additive` fog-skip (matches `0x0059c882`), per-keyframe `SkyObjectReplace` Translucency/Luminosity/MaxBright divide-by-100, bit `0x01` pre/post-scene split (matches `GameSky::CreateDeletePhysicsObjects` `0x005073c0`), Setup-backed (`0x020xxxxx`) sky objects via `SetupMesh.Flatten`, persistent GL sampler objects (Wrap + ClampToEdge) replace per-frame wrap-mode mutation (ported from WorldBuilder's `OpenGLGraphicsDevice`), post-scene Z-offset gated on `(Properties & 4) != 0 && (Properties & 8) == 0` per `GameSky::UpdatePosition` `0x00506dd0`. Sky-PES playback disabled by default (named-retail proves `GameSky` drops `pes_id`); `ACDREAM_ENABLE_SKY_PES=1` opens the experimental path. 1325 → 1331 tests. | Live ✓ | +| N.1 | WorldBuilder-backed scenery (Chorizite/WorldBuilder fork as submodule, SceneryHelpers + TerrainUtils replace our inline ports) | Live ✓ | Plus polish that doesn't get its own phase number: - FlyCamera default speed lowered + Shift-to-boost @@ -529,42 +530,95 @@ submodule replacing `references/WorldBuilder/` snapshot, project references in our solution. Long-lived `acdream` branch in the fork for our deletions/additions; merge upstream `master` periodically. +**Lessons from N.1 (apply to N.2-N.10):** + +1. **Per-helper conformance tests work.** The N.1 conformance test caught a + ~180° rotation bug in our retail port that had been silently wrong + forever. Write the conformance test BEFORE the substitution in each + sub-phase. + +2. **ACME ≠ Chorizite/WorldBuilder.** ACME is a downstream fork of WB with + additional retail-faithful filters that upstream WB (our submodule) + doesn't have. When a visual discrepancy appears, check ACME's source + (`references/WorldBuilder-ACME-Edition/`) for delta filters BEFORE + investigating retail decomp directly. ACME's deltas tend to come as + coherent units — porting one filter without its companions can + over-suppress. + +3. **"Whackamole" is the warning sign.** If a phase generates 3+ visual + regressions on default-on, stop, accept the cosmetic deltas as + ISSUES.md entries, ship the migration. Bugs we leave behind are + debuggable; bugs we never ship are forgotten. + +4. **Subagent-driven execution holds up at this scope.** Fresh subagent + per task with the full task text inline keeps quality high without + polluting the controller's context. Each task should be self-contained + enough that a subagent without session history can complete it. + **Sub-phases (strangler-fig with feature flags):** -- **N.0 — Setup.** Submodule + project references + build green. ~1-2 hrs. -- **N.1 — Scenery algorithm calls.** Replace `IsOnRoad` / - `DisplaceObject` / slope-normal calc / rotation / scale inside - `SceneryGenerator.Generate()` with calls to WB's `SceneryHelpers` + - `TerrainUtils`. Tiny adapter `LandBlock → TerrainEntry[]`. Keeps our - data flow + `ScenerySpawn` shape. Feature flag - `ACDREAM_USE_WB_SCENERY=1`. ~1-2 days. +- **✓ SHIPPED — N.0 — Setup.** Shipped 2026-05-08 (commit `c8782c9`). + WorldBuilder fork at `github.com/eriknihlen/WorldBuilder.git` registered + as git submodule at `references/WorldBuilder/` tracking the `acdream` + branch. `AcDream.Core.csproj` references `WorldBuilder.Shared` + + `Chorizite.OpenGLSDLBackend`. Build green, all 28 scenery/terrain tests + passing. +- **✓ SHIPPED — N.1 — Scenery algorithm calls.** Shipped 2026-05-08. + Replaced `IsOnRoad` / `DisplaceObject` / slope-normal calc / rotation / + scale inside `SceneryGenerator.Generate()` with calls to WB's + `SceneryHelpers` + `TerrainUtils`. Adapter `WbSceneryAdapter` produces + `TerrainEntry[]`. Visual verification at Holtburg confirmed Issue #49's + previously missing edge-vertex trees still visible after the migration; + rotation bug fixed (our retail port's `yawDeg = -(450-degrees)%360` + formula was ~180° off from retail's actual `Frame::set_heading` atan2 + round-trip). One known cosmetic difference filed in ISSUES.md + (road-edge tree at landblock 0xA9B1). - **N.2 — Terrain math helpers.** Refactor `TerrainSurface.SampleZ` / `SampleNormal` / `SampleSurface` to call WB's `TerrainUtils.GetHeight` - / `GetNormal` internally. ~1-2 days. -- **N.3 — Texture decoding.** Replace `TextureCache` decode pipeline - with WB's `TextureHelpers`. ~2-3 days. + / `GetNormal` internally. ~1-2 days. Smallest remaining N phase, low + risk after N.1's conformance proof on GetNormal. +- **N.3 — Texture decoding.** Replace our `TextureCache` decode + pipeline (`src/AcDream.App/Rendering/TextureCache.cs`) with WB's + `TextureHelpers` (INDEX16, P8, BGRA, DXT, alpha). Touches every + texture path. **Realistic estimate: 3-5 days** (was 2-3) — the GL + upload path needs adapting and we'll need conformance tests per + texture format. Handoff doc: + `docs/research/2026-05-08-phase-n3-handoff.md`. - **N.4 — Object meshing.** Replace `SetupMesh.cs` + `GfxObjMesh.cs` with calls to WB's `ObjectMeshManager`. Character-appearance behaviors (CreaturePalette / GfxObjRemapping / HiddenParts) remain - ours — ACME is the secondary oracle. ~1 week. + ours — ACME is the secondary oracle. **Realistic estimate: 1.5-2 + weeks** (was 1) — character appearance edge cases like N.1's + rotation bug will surface. - **N.5 — Terrain rendering.** Replace `TerrainChunkRenderer` + `TerrainAtlas` + `TerrainBlending` with WB's `TerrainRenderManager` + - `LandSurfaceManager` + `TerrainGeometryGenerator`. ~2 weeks. + `LandSurfaceManager` + `TerrainGeometryGenerator`. **Realistic + estimate: 3-4 weeks** (was 2) — largest single phase, GPU-buffer + ownership shifts, integration with our streaming loader is + non-trivial. - **N.6 — Static objects rendering.** Replace `StaticMeshRenderer` + `InstancedMeshRenderer` with WB's `StaticObjectRenderManager`. - ~2 weeks. + **Realistic estimate: 2-3 weeks** (was 2) — interacts with N.4 + output. - **N.7 — EnvCells / dungeons.** Replace EnvCell rendering with WB's - `EnvCellRenderManager` + `PortalRenderManager`. ~2 weeks. + `EnvCellRenderManager` + `PortalRenderManager`. **Realistic + estimate: 2-3 weeks** (was 2). - **N.8 — Sky + particles.** Replace sky rendering + particle pipeline (#36 / C.1 work) with WB's `SkyboxRenderManager` + - `ParticleEmitterRenderer`. ~1 week. + `ParticleEmitterRenderer`. **Realistic estimate: 1.5-2 weeks** + (was 1) — visual continuity matters; we just shipped C.1 and that + work flows through here. - **N.9 — Visibility / culling.** Replace `CellVisibility` + - `FrustumCuller` with WB's `VisibilityManager`. ~3-5 days. + `FrustumCuller` with WB's `VisibilityManager`. **Realistic + estimate: 1 week** (was 3-5 days) — affects perf and what gets + drawn. - **N.10 — GL infrastructure consolidation (optional).** Replace our `Shader` / `TextureCache` / `SamplerCache` plumbing with WB's `ManagedGL*` wrappers + `OpenGLGraphicsDevice`. ~1 week. -**Estimated calendar:** 2-3 months. Engineering effort: 6-8 weeks. +**Estimated calendar:** **3-4 months / 10-12 engineering weeks for +N.2-N.9 (skipping N.10).** (Was 2-3 months / 6-8 weeks — revised +upward after N.1 landed; realistic per-phase numbers above.) **Each sub-phase:** - Ships behind `ACDREAM_USE_WB_=1` flag. diff --git a/docs/research/2026-05-08-phase-n3-handoff.md b/docs/research/2026-05-08-phase-n3-handoff.md new file mode 100644 index 00000000..7b7e7fa6 --- /dev/null +++ b/docs/research/2026-05-08-phase-n3-handoff.md @@ -0,0 +1,132 @@ +# Phase N.3 handoff — texture decoding via WorldBuilder + +**Use this whole document as the prompt** when handing off to a fresh +agent. Everything they need to pick up cold is below. + +--- + +## Background you'll need + +You're working in `acdream`, a from-scratch C# .NET 10 reimplementation +of Asheron's Call's retail client. The project's house rule (in +`CLAUDE.md`) is **the code is modern, the behavior is retail**. + +acdream just shipped **Phase N.1** (commits `26cf2b8` through `ad8b931`), +the first sub-phase of a strategic migration to fork WorldBuilder +(`github.com/Chorizite/WorldBuilder`, MIT) and depend on its tested +rendering + dat-handling code instead of porting algorithms from retail +decomp ourselves. + +**Read first:** +- `docs/architecture/worldbuilder-inventory.md` — the full taxonomy of + what WB has and what we keep porting ourselves +- `docs/superpowers/specs/2026-05-08-phase-n-worldbuilder-migration-design.md` + — the parent design doc for Phase N +- `CLAUDE.md` — especially the "Reference repos" section (now points at + WB as the rendering BASE) and the workflow rules + +**Phase N.1 commit history (just shipped):** read +`git log --oneline c8782c9..ad8b931` to see how N.0 + N.1 were +structured. The pattern repeats for N.3. + +## What N.3 is + +Replace acdream's texture decoding pipeline with WorldBuilder's +`Chorizite.OpenGLSDLBackend.Lib.TextureHelpers`. WB handles INDEX16, +P8, BGRA, DXT, and alpha-channel decoding. Our existing implementations +of these are scattered across `src/AcDream.App/Rendering/TextureCache.cs` +and possibly `src/AcDream.Core/Meshing/` — find them with +`grep -rln "INDEX16\|P8 decode\|DXT\|BGRA" src/`. + +## Acceptance criteria + +- Build green (`dotnet build`) +- All existing tests green (the 8 pre-existing `DispatcherToMovementIntegrationTests` + failures don't count — they exist on main) +- New conformance tests added per format that's substituted (one xUnit + Theory per: INDEX16, P8, BGRA, DXT). Each compares a fixed input byte + array decoded by our path vs WB's path; assertions on output pixel array. +- Visual verification at Holtburg (or wherever) shows no texture + regressions: terrain texturing, mesh texturing, particle textures all + look the same. +- ISSUES.md updated with any known cosmetic deltas (the N.1 pattern — + if WB and retail disagree on something subtle, file it, don't try + to fix it inline). + +## Tasks (suggested decomposition) + +Follow the N.1 plan structure (`docs/superpowers/plans/2026-05-08-phase-n1-scenery-via-wb-helpers.md`) +as the template. Concretely: + +1. **Audit our texture decode paths.** Grep, list every file/method that + decodes a texture. Map each to the WB equivalent in + `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/TextureHelpers.cs` + (read it end to end first). +2. **Per-format conformance test.** TDD style: write the test, run it + to fail, then plumb the substitution. Conformance test fixture inputs + should include real-dat byte sequences (read a known-good texture from + a dat, encode the bytes as a hex blob in the test). +3. **Substitution.** Replace each decode site with the WB call. Keep our + GL upload pathways — those are NOT WB's responsibility. +4. **Visual verification.** Launch the client at Holtburg, walk around, + look at a tree (mesh texture), the ground (atlas texture), particles + (the recent C.1 rain/clouds/aurora work), and a building (composite + texture). Compare against retail or against a screenshot before the + change. +5. **Delete legacy decoders** once visual verification passes. +6. **Update roadmap + ISSUES** as the final commit. + +## Watchouts (lessons from N.1) + +- **ACME has a downstream fork with extra filters** (`references/WorldBuilder-ACME-Edition/`). + WB's `TextureHelpers` may have ACME-specific patches not yet in upstream. + Compare both before assuming WB's version is canonical. We forked + upstream WB; ACME is reference-only. +- **Conformance tests are non-negotiable.** Phase N.1's rotation bug was + caught by the conformance test. Don't skip them. If a test fails, it's + a real divergence — investigate before "fixing" the test. +- **Whackamole stops the migration.** If 3+ visual regressions appear on + default-on, stop, file as ISSUES, ship. The migration goal is "use WB's + tested code"; pixel-perfect equivalence with our broken hand-ports is + not the goal. +- **`Setup.SortingSphere` ≠ `Setup.CylSphere`.** The N.1 attempt at + `obj_within_block` over-suppressed because we used the wrong radius + source (sorting sphere too large). For texture decoding this likely + doesn't matter, but the general lesson is: read WB's full source + carefully before adapting; don't assume parallel methods do parallel + things. +- **Per-vertex road check — STOP signal.** If you find yourself reading + ACME for "what's missing" and considering a per-vertex filter, STOP. + N.1 tried this (commit `e279c46`), regressed visually, reverted in + `677a726`. ACME's filter set works as a coherent unit; pick-and-choose + fails. If the N.3 work uncovers a similar ACME-only filter, file it + in ISSUES and move on, don't port it inline. + +## Where to start + +1. `git pull` on main to get the latest (Phase N.1 just merged). +2. Create a new worktree for the work: + `git worktree add .claude/worktrees/ -b claude/`. +3. Read the three "read first" docs above. +4. Run `dotnet build && dotnet test` to confirm clean baseline. +5. Read `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/TextureHelpers.cs` + end to end. Take notes on the public API surface. +6. Run the audit task (#1 in Tasks above). Output should be a markdown + table of "our function / file:line / WB equivalent / format covered." +7. Use `superpowers:writing-plans` to convert the audit into a concrete + per-format plan. Then use `superpowers:subagent-driven-development` + to execute it with fresh subagents per format. + +## Useful greps + +- `grep -rln "INDEX16\|IndexedSurface\|P8\|DXT\|BGRA\|TextureFormat" src/` — find decode paths +- `grep -rln "TextureCache" src/` — find our cache layer +- `grep -n "public static.*Decode\|public static.*Convert" references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/TextureHelpers.cs` — WB's public API + +## Open question to resolve early + +Does `Chorizite.OpenGLSDLBackend.Lib.TextureHelpers` cover ALL the +formats we use, or does it have gaps? Audit our texture types against +WB's API in step 1. If WB is missing a format we need, the migration for +that format gets deferred (file in ISSUES; keep our decoder for it; note +in the roadmap). diff --git a/src/AcDream.Core/World/SceneryGenerator.cs b/src/AcDream.Core/World/SceneryGenerator.cs index a5dc0ce8..b306e41f 100644 --- a/src/AcDream.Core/World/SceneryGenerator.cs +++ b/src/AcDream.Core/World/SceneryGenerator.cs @@ -1,7 +1,9 @@ using System.Numerics; +using Chorizite.OpenGLSDLBackend.Lib; using DatReaderWriter; using DatReaderWriter.DBObjs; using DatReaderWriter.Types; +using WorldBuilder.Shared.Modules.Landscape.Lib; namespace AcDream.Core.World; @@ -23,11 +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 { @@ -35,6 +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 + private const int CellsPerSide = 8; public readonly record struct ScenerySpawn( uint ObjectId, // GfxObj or Setup id @@ -43,12 +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, @@ -57,21 +57,40 @@ public static class SceneryGenerator uint landblockId, HashSet? buildingCells = null, float[]? heightTable = null) + { + // heightTable kept for backward compat; WB path uses + // region.LandDefs.LandHeightTable internally via TerrainUtils.GetNormal. + _ = heightTable; + return GenerateInternal(dats, region, block, landblockId, buildingCells); + } + + /// + /// 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; + + private static IReadOnlyList GenerateInternal( + DatCollection dats, + Region region, + LandBlock block, + uint landblockId, + HashSet? 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; + // Build the TerrainEntry[] WB's helpers consume — once per landblock. + var terrainEntries = WbSceneryAdapter.BuildTerrainEntries(block); + + uint blockX = (landblockId >> 24) * 8; + uint blockY = ((landblockId >> 16) & 0xFFu) * 8; + uint lbX = landblockId >> 24; + uint lbY = (landblockId >> 16) & 0xFFu; - // 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++) @@ -79,13 +98,8 @@ public static class SceneryGenerator 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. + uint terrainType = (uint)((raw >> 2) & 0x1F); + uint sceneType = (uint)((raw >> 11) & 0x1F); if (terrainType >= region.TerrainInfo.TerrainTypes.Count) continue; var sceneTypeList = region.TerrainInfo.TerrainTypes[(int)terrainType].SceneTypes; @@ -102,10 +116,7 @@ public static class SceneryGenerator 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. + // Scene-selection hash: identical to Generate. uint cellMat = globalCellY * (712977289u * globalCellX + 1813693831u) - 1109124029u * globalCellX + 2139937281u; double offset = cellMat * 2.3283064e-10; @@ -116,14 +127,7 @@ public static class SceneryGenerator 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 + // Per-object frequency setup: identical to Generate. uint cellXMat = unchecked(0u - 1109124029u * globalCellX); uint cellYMat = 1813693831u * globalCellY; uint cellMat2 = 1360117743u * globalCellX * globalCellY + 1888038839u; @@ -131,15 +135,13 @@ public static class SceneryGenerator 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 + if (obj.WeenieObj != 0) continue; - // 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); + // ─── WB substitution: displacement ─────────────────── + var localPos = SceneryHelpers.Displace(obj, globalCellX, globalCellY, j); float lx = cellX * CellSize + localPos.X; float ly = cellY * CellSize + localPos.Y; @@ -147,20 +149,11 @@ public static class SceneryGenerator 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) - { + // ─── WB substitution: road check ────────────────────── + if (TerrainUtils.OnRoad(new Vector3(lx, ly, 0), terrainEntries)) 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. + // Building check: identical to Generate. if (buildingCells is not null) { int dcx = Math.Clamp((int)(lx / CellSize), 0, CellsPerSide - 1); @@ -169,238 +162,35 @@ public static class SceneryGenerator 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; - } + // ─── WB substitution: slope check ───────────────────── + Vector3 normal = TerrainUtils.GetNormal( + region, terrainEntries, lbX, lbY, + new Vector3(lx, ly, 0)); + if (!SceneryHelpers.CheckSlope(obj, normal.Z)) + 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; - } + // ─── WB substitution: rotation ──────────────────────── + Quaternion rotation; + if (obj.Align != 0) + rotation = SceneryHelpers.ObjAlign(obj, normal, lz, localPos); 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); - } + rotation = SceneryHelpers.RotateObj(obj, globalCellX, globalCellY, j, localPos); + + // ─── WB substitution: scale ─────────────────────────── + float scale = SceneryHelpers.ScaleObj(obj, globalCellX, globalCellY, j); if (scale <= 0) scale = 1f; result.Add(new ScenerySpawn( - ObjectId: obj.ObjectId, + ObjectId: obj.ObjectId, LocalPosition: new Vector3(lx, ly, lz), - Rotation: rotation, - Scale: scale)); + Rotation: rotation, + Scale: scale)); } } } 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). - /// - private 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 3963a5ce..83cd73f9 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"); - } }