The offline degrade probe proved the mechanism: every Holtburg building carries PORT nodes ONLY in its level-0 GfxObj (out to ~24-48 m); every degraded level has zero. Retail walks the CURRENT degrade level BSP (part->gfxobj[deg_level]) - that is what limits look-in punches to the nearest buildings. WalkBuilding gains the degrade ladder + SelectDrawingBsp (band pick; UpdateViewerDistance hysteresis is a port TODO), the walk selects per viewer distance, the adapter builds per-level BSPs, and the stab-list load rule (CLandBlock::init_buildings @0052fd80: a full-res block loads exactly its buildings portal stab cells) replaces load-everything in the landscape builder. The sweep now shows clean rosters with all far-building punches gone; remaining deltas: the near buildings 001a/0022 (50 m/28 m center distance vs the 48 m band edge - sphere-adjusted distance/hysteresis to port) and the one ring-1 frustum boundary pair (aab50002/a9b3003c). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
225 lines
8.1 KiB
C#
225 lines
8.1 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Walk;
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namespace AcDream.App.Tests.Rendering.Walk;
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public sealed class RetailFrameWalkTests
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{
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private sealed class Recorder : IWalkEventSink
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{
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public readonly List<WalkEvent> Events = new();
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public void Emit(in WalkEvent walkEvent) => Events.Add(walkEvent);
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public string Signature()
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=> string.Join("|", Events.Select(e => e.Kind switch
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{
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WalkEventKind.Landscape => "LS",
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WalkEventKind.Building => $"BLD:{e.CellId:x8}",
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WalkEventKind.DrawInside => $"DI:{e.CellId:x8}",
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WalkEventKind.DrawCells =>
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$"DC:ov={e.OutsideViewCount}:{string.Join(',', e.Cells.Select(c => c.ToString("x8")))}",
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_ => "?",
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}));
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}
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private sealed class Caster : IWalkRayCaster
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{
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public Vector3 RayThrough(float screenX, float screenY)
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=> new(screenX, screenY, 100f);
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}
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private sealed class TestContext : IWalkFrameContext, IRetailFrameWalkContext
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{
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public readonly Dictionary<uint, WalkCell> Cells = new();
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private readonly Matrix4x4 _viewProj;
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public TestContext()
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{
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Matrix4x4 view = Matrix4x4.CreateLookAt(
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Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
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Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1f, 0.1f, 1000f);
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_viewProj = view * proj;
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}
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public Vector3 ViewpointIn(WalkCell cell) => Vector3.Zero;
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public Matrix4x4 ObjectToClip(WalkCell cell) => _viewProj;
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public WalkCell? GetVisible(uint cellId) => Cells.GetValueOrDefault(cellId);
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public IWalkRayCaster Rays { get; } = new Caster();
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public Vector3 WorldViewpoint => Vector3.Zero;
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public float ViewportWidth => 640f;
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public float ViewportHeight => 480f;
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public Vector3 ViewpointInBuilding(WalkBuilding building) => Vector3.Zero;
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public float ViewerDistanceTo(WalkBuilding building) => 0f;
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public IWalkFrameContext CellContext => this;
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// Permissive near plane: every column wholly inside.
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public WalkPlane CyPlane => new(new Vector3(0, 0, 1), 0f);
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public void SetActiveView(WalkPortalView views, int index) { }
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public int ClipBuildingPolygon(
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WalkBuilding building, WalkPolygon polygon, int side, Span<WalkScreenPoint> output)
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=> 0; // no BSP-driven look-ins in these composition fixtures
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}
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private static WalkPolygon Quad(float z, bool facingViewer = true) => new()
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{
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Vertices =
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[
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new Vector3(-0.5f, -0.5f, z), new Vector3(0.5f, -0.5f, z),
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new Vector3(0.5f, 0.5f, z), new Vector3(-0.5f, 0.5f, z),
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],
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Plane = new WalkPlane(new Vector3(0, 0, facingViewer ? 1f : -1f), facingViewer ? -z : z),
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};
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private static WalkLandscape Landscape3x3()
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{
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var landscape = new WalkLandscape
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{
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MidWidth = 3,
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Blocks = new WalkLandBlock?[9],
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ViewerBlockX = 1,
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ViewerBlockY = 1,
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ViewerCellX = 0,
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ViewerCellY = 0,
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};
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for (int i = 0; i < 9; i++)
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{
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landscape.Blocks[i] = new WalkLandBlock { MaxZ = 10f, MinZ = 0f };
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landscape.Blocks[i]!.EnsureCellArrays();
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}
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return landscape;
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}
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[Fact]
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public void Outdoor_frame_emits_landscape_then_buildings_far_to_near()
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{
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var ctx = new TestContext();
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WalkLandscape landscape = Landscape3x3();
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// A building in ring-1 block (0,0), and two in the viewer block:
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// one at the block's far corner, one at the viewer's closest cell.
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var ringBuilding = new WalkBuilding { PositionCellId = 0xAAAA0001 };
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var farBuilding = new WalkBuilding { PositionCellId = 0xBBBB0002 };
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var nearBuilding = new WalkBuilding { PositionCellId = 0xCCCC0003 };
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landscape.Blocks[0]!.CellBuildings[0] = ringBuilding; // block (0,0)
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WalkLandBlock viewerBlock = landscape.Blocks[1 * 3 + 1]!;
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viewerBlock.CellBuildings[7 * 8 + 7] = farBuilding; // far corner cell
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viewerBlock.CellBuildings[0] = nearBuilding; // the closest cell (viewer at 0,0)
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var walk = new RetailFrameWalk();
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var recorder = new Recorder();
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// ViewCount == 0 exercises the CY-only visibility arm deterministically.
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walk.DrawLandscape(landscape, new WalkPortalView(), ctx, recorder);
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Assert.Equal(
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"LS|BLD:aaaa0001|BLD:bbbb0002|BLD:cccc0003",
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recorder.Signature());
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}
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[Fact]
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public void Degraded_building_still_emits_its_entry_event()
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{
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var ctx = new TestContext();
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var walk = new RetailFrameWalk();
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var recorder = new Recorder();
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var building = new WalkBuilding { PositionCellId = 0xF518002E, HasGeometry = false };
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walk.DrawBuilding(building, new WalkPortalView(), ctx, recorder);
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Assert.Equal("BLD:f518002e", recorder.Signature());
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}
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[Fact]
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public void Interior_frame_without_exit_views_skips_the_landscape()
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{
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var ctx = new TestContext();
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// One facing portal only: the flood stays in the cell, no exit view.
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var cell = new WalkCell
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{
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CellId = 0xA9B40178,
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Portals = [new WalkCellPortal
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{
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OtherCellId = 0xA9B40179, PolygonIndex = 0, PortalSide = 1, OtherPortalId = 0,
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}],
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PortalPolygons = [Quad(-2f)],
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};
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ctx.Cells[cell.CellId] = cell;
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var walk = new RetailFrameWalk();
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var recorder = new Recorder();
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walk.WalkFrame(cell.CellId, cell, Landscape3x3(), ctx, recorder);
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Assert.Equal("DI:a9b40178|DC:ov=0:a9b40178", recorder.Signature());
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}
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[Fact]
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public void Interior_frame_with_an_exit_view_draws_the_landscape_through_it()
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{
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var ctx = new TestContext();
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var cell = new WalkCell
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{
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CellId = 0xA9B40150,
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Portals = [new WalkCellPortal
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{
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OtherCellId = 0xFFFFFFFF, PolygonIndex = 0, PortalSide = 0, OtherPortalId = -1,
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}],
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PortalPolygons = [Quad(-2f)],
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};
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ctx.Cells[cell.CellId] = cell;
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var walk = new RetailFrameWalk();
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var recorder = new Recorder();
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var landscape = new WalkLandscape
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{
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MidWidth = 1,
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Blocks = new WalkLandBlock?[1],
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ViewerBlockX = 0,
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ViewerBlockY = 0,
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};
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walk.WalkFrame(cell.CellId, cell, landscape, ctx, recorder);
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Assert.Equal("DI:a9b40150|DC:ov=1:a9b40150|LS", recorder.Signature());
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}
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[Fact]
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public void Outdoor_camera_cell_roots_the_landscape_walk()
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{
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var ctx = new TestContext();
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var walk = new RetailFrameWalk();
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var recorder = new Recorder();
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// Low word < 0x100 = an outdoor landcell id.
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walk.WalkFrame(0xA9B40015, null, Landscape3x3(), ctx, recorder);
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Assert.StartsWith("LS", recorder.Signature());
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}
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[Fact]
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public void View_state_unwinds_completely_after_an_interior_frame()
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{
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var ctx = new TestContext();
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var stabCell = new WalkCell { CellId = 0xA9B40151 };
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var cell = new WalkCell
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{
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CellId = 0xA9B40150,
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StabList = [0xA9B40151u],
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Portals = [new WalkCellPortal
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{
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OtherCellId = 0xA9B40151, PolygonIndex = 0, PortalSide = 0, OtherPortalId = 0,
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}],
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PortalPolygons = [Quad(-2f)],
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};
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stabCell.Portals = [new WalkCellPortal
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{
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OtherCellId = 0xA9B40150, PolygonIndex = 0, PortalSide = 1, OtherPortalId = 0,
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}];
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stabCell.PortalPolygons = [Quad(-2f)];
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ctx.Cells[cell.CellId] = cell;
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ctx.Cells[stabCell.CellId] = stabCell;
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var walk = new RetailFrameWalk();
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walk.WalkFrame(cell.CellId, cell, Landscape3x3(), ctx, new Recorder());
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Assert.Equal(0, cell.NumView);
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Assert.Equal(0, stabCell.NumView);
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}
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}
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