acdream had never implemented retail's SECOND cell-membership algorithm.
CPhysicsObj::calc_cross_cells @0x00515230 tests HAS_PHYSICS_BSP_PS at
0x00515285 and jumps (0x0051528f jne 0x515305) to find_bbox_cell_list
@0x00510fc0 for a BSP-bearing object; everything below that jump is the
OTHER algorithm, CObjCell::find_cell_list, and that is all we had. Every
object, BSP-bearing or not, was routed through it.
That path's outdoor expansion is a HARD CAP of one cell in each direction.
CellTransit.AddAllOutsideCells computes minRad = radius, maxRad = 24 - radius
and adds at most the eight neighbours of the sphere's own cell, so for any
radius >= 12 m both boundary tests are unconditionally true and the result is
exactly 3x3. Widening the radius or adding a second sphere is mechanically
incapable of adding a tenth cell. The user's live probe measured the
consequence directly: standing inside a Neftet formation, inCell=2 exempt=2
reached=0 -- the geometry was not a candidate at all.
The port. AddAllOutsideCellsFromParts is CLandCell::add_all_outside_cells
@0x00533360 plus add_cell_block @0x005331d0: base landcell from the FIRST
part's own adjust_to_outside, baseX/baseY within-block, each part's authored
CGfxObj::gfx_bound_box re-fit through all eight corners
(BBox::LocalToGlobal @0x005b2120), floor(v / square_length) where
square_length = 0x7c920c = 24.0f, four accumulators seeded to zero, ONE
rectangle unioned across all parts, FILLED, in GLOBAL lcoords so it crosses
landblocks freely, clamped only to [0, 0x7f8).
BuildShadowCellSetFromParts is find_bbox_cell_list's worklist.
RegisterMultiPart dispatches on the same flag retail does, and
BuildFloodSpheres' BSP arm is deleted rather than left unreachable.
Disassembled from the PDB-paired 2013-09-06 binary, not read from Binary
Ninja: BN mis-renders four separate constructs inside add_all_outside_cells
alone -- a dropped `and eax,0xffff` on baseX, a neg/sbb/and select shown as
identically zero, a wrong get_landcell argument, and both x87 flag tests as
`unimplemented {test ah}`.
ShadowPartGeometry pairs the BSP root sphere with the authored box so no
resolver can answer one and leave the other call site to synthesize a
substitute -- the AP-156 invariant applied a second time, since that split is
what produced AP-156 and then this. The box comes from
FlatGfxObjVisualBounds, already computed by exactly CGfxObj::init_end's
algorithm and already in the prepared package: no bake change, no DAT re-read.
Cost, measured over the installed DATs before any code was written: 1,258
physics-BSP GfxObjs, cells/object p50 4, p90 4, p99 12, max 49. The port is
CHEAPER than the old 3x3 = 9 for 98.97% of them. Row totals (shapes x cells)
over all 1,031 landblocks with BSP owners fall 97,173 -> 15,607 (0.161x);
dense Arwic 0xC6A9 falls 342 -> 43. One landblock more than doubles.
Precondition confirmed before pinning any expected cell set: 0x010046D8's box
is 96 m x 96 m about cell (2,2) = 0x87640013, which independently corroborates
the 3x3-centred-there diagnosis, and its rectangle does contain 0x87640011 and
0x87640019 -- the two cells the probe measured empty.
Register: AP-156's outdoor half CLOSED and its risk column CORRECTED (it read
"extra broadphase candidates, never a missed one", which generalised the indoor
direction to the whole row and is why #334 sat inside it unnoticed). AP-159 +
issue #335 file the unported indoor arm; AD-49 records the seed-time rectangle.
Issue #336 files a fourth load-sensitive test flake seen once during the gate.
Ten tests, every one sabotage-verified in both directions across eight
mutations (dispatch, 8-corner refit, floor-vs-truncation, union-vs-per-part,
map clamp, adjust guard, landblock clamp, box-path-for-everything). The
strongest is an installed-DAT replay of the user's own probe evidence.
Suite 11,208 -> 11,218 passed / 4 skipped / 0 failed; the +10 is exactly the
new tests.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
412 lines
20 KiB
C#
412 lines
20 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// #334: a physics-BSP object's outdoor cell membership is the FILLED
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/// RECTANGLE of land cells its authored bounding box spans, not a fixed 3×3
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/// neighbourhood.
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///
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/// <para>
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/// Retail chain, disassembled from the PDB-paired 2013-09-06 binary:
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/// <c>CPhysicsObj::calc_cross_cells</c> @0x00515230
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/// (<c>0x00515285 test dword [esi+0xa8],0x10000</c>) →
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/// <c>find_bbox_cell_list</c> @0x00510fc0 →
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/// <c>CPartArray::calc_cross_cells_static</c> @0x00518160 →
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/// <c>[vtbl+0x7c]</c> → <c>CLandCell::find_transit_cells</c> @0x00533840 →
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/// <c>add_all_outside_cells</c> @0x00533360 → <c>add_cell_block</c>
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/// @0x005331d0.
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/// </para>
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///
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/// <para>
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/// EVERY fixture here has an XY extent that EXCEEDS its own bounding-sphere
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/// radius. That is the axis under test: a box that fits inside its sphere
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/// makes the new path and the old 3×3 agree, and proves nothing. The sphere
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/// radius is deliberately kept at 1 m so no assertion below can be satisfied
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/// by the sphere route — retail's outdoor sphere reach is hard-capped at ±1
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/// cell for ANY radius (<c>check_add_cell_boundary</c> compares against
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/// <c>radius</c> and <c>24 - radius</c>, both unconditionally true above
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/// 12 m, and only ever adds the eight neighbours).
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/// </para>
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/// </summary>
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public sealed class Issue334BspBoxCellMembershipTests
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{
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// Landblock (0xA9, 0xB4). Global lcoord origin = (0xA9*8, 0xB4*8).
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private const uint LbId = 0xA9B40000u;
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private const int GxBase = 0xA9 * 8; // 1352
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private const int GyBase = 0xB4 * 8; // 1440
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/// <summary>Full outdoor cell id from a GLOBAL lcoord, hand-derived from
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/// retail's <c>add_cell_block</c> packing at <c>0x0053320a</c>-<c>0x0053322e</c>:
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/// <c>(((x>>3)<<8) | (y>>3)) << 16 | ((x&7)*8 + (y&7) + 1)</c>.
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/// Written out here rather than calling LandDefs so the expectation does
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/// not re-encode the code under test.</summary>
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private static uint Cell(int gx, int gy)
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=> (uint)(((((gx >> 3) << 8) | (gy >> 3)) << 16) | ((gx & 7) * 8 + (gy & 7) + 1));
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private static ShadowShape BspPart(
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Vector3 boxMin,
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Vector3 boxMax,
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float sphereRadius = 1f,
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Vector3 sphereCentre = default,
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Vector3 localPosition = default,
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Quaternion localRotation = default)
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=> ShadowShape.Bsp(
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gfxObjId: 0x010046D8u,
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localPosition: localPosition,
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localRotation: localRotation == default ? Quaternion.Identity : localRotation,
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scale: 1f,
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localGeometry: ShadowPartGeometry.Create(
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new FlatCollisionSphere(sphereCentre, sphereRadius),
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new FlatGfxObjVisualBounds(
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boxMin,
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boxMax,
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(boxMin + boxMax) * 0.5f,
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((boxMax - boxMin) * 0.5f).Length(),
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(boxMax - boxMin) * 0.5f)));
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/// <summary>The sphere-only configuration the port replaced: box collapses
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/// to the sphere's own AABB. Used as the in-test control that the fixture
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/// is non-degenerate.</summary>
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private static ShadowShape SphereOnlyPart(
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float sphereRadius,
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Vector3 sphereCentre = default,
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Vector3 localPosition = default)
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=> ShadowShape.Bsp(
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gfxObjId: 0x010046D8u,
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localPosition: localPosition,
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localRotation: Quaternion.Identity,
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scale: 1f,
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localGeometry: ShadowPartGeometry.Create(
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new FlatCollisionSphere(sphereCentre, sphereRadius),
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null));
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private static List<uint> Rectangle(
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Vector3 entityWorldPos,
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uint seedCellId,
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params ShadowShape[] shapes)
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{
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var boxes = shapes
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.Select(s => ShadowPartBox.FromShape(s, entityWorldPos, Quaternion.Identity))
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.ToList();
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var candidates = new CellArray();
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CellTransit.AddAllOutsideCellsFromParts(
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boxes, seedCellId, Vector3.Zero, candidates);
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return candidates.OrderedIds.ToList();
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}
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// ── T1 ────────────────────────────────────────────────────────────────
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/// <summary>
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/// A 100 m × 100 m box on a 1 m sphere spans five land cells per axis.
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/// Sabotage: drop the box and flood from the sphere
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/// (<see cref="SphereOnlyPart"/>) → one cell. The 5-per-axis span is
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/// unreachable from ANY sphere, of any radius, through the 3×3 path.
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/// </summary>
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[Fact]
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public void T1_HundredMetreBox_SpansFiveCellsPerAxis()
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{
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// Entity centred on cell (1,1): world (36, 36). Box ±50 m → world
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// -14..86 per axis → floor(-14/24) = -1 .. floor(86/24) = 3, i.e.
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// block-local cell columns -1..3, five per axis.
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var shape = BspPart(new Vector3(-50f, -50f, -3f), new Vector3(50f, 50f, 3f));
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List<uint> cells = Rectangle(new Vector3(36f, 36f, 0f), LbId | 10u, shape);
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var expected = new List<uint>();
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for (int x = GxBase - 1; x <= GxBase + 3; x++)
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for (int y = GyBase - 1; y <= GyBase + 3; y++)
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expected.Add(Cell(x, y));
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Assert.Equal(25, cells.Count);
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Assert.Equal(expected.OrderBy(v => v), cells.OrderBy(v => v));
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// Control: the same part described only by its 1 m sphere collapses.
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List<uint> sphereOnly = Rectangle(
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new Vector3(36f, 36f, 0f), LbId | 10u, SphereOnlyPart(1f));
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Assert.Single(sphereOnly);
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Assert.Equal(Cell(GxBase + 1, GyBase + 1), sphereOnly[0]);
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}
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// ── T2 ────────────────────────────────────────────────────────────────
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/// <summary>
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/// The rectangle is FILLED and unioned ACROSS PARTS, not per part. Retail
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/// combines the four DELTA accumulators over every part and calls
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/// <c>add_cell_block</c> ONCE (<c>0x00533614</c>), so an L-shaped object
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/// registers in the cells that close its L — cells its geometry never
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/// enters.
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///
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/// <para>
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/// The fixture is an L on purpose: one arm along +X, one along +Y. A
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/// DIAGONAL fixture cannot detect the per-part sabotage, because retail
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/// seeds the accumulators to ZERO (<c>0x00533390</c>), so each part's own
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/// rectangle already spans from the base cell to that part — and for a
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/// diagonal pair the two per-part rectangles union back to the same square.
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/// Sabotage: emit one rectangle per part → the corner (3,3) disappears.
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/// </para>
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/// </summary>
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[Fact]
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public void T2_LShapedPartArray_ClaimsTheCornerThatClosesTheL()
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{
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var box = (Min: new Vector3(-5f, -5f, -2f), Max: new Vector3(5f, 5f, 2f));
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var anchor = BspPart(box.Min, box.Max);
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var eastArm = BspPart(box.Min, box.Max, localPosition: new Vector3(48f, 0f, 0f));
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var northArm = BspPart(box.Min, box.Max, localPosition: new Vector3(0f, 48f, 0f));
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var entity = new Vector3(36f, 36f, 0f);
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List<uint> cells = Rectangle(entity, LbId | 10u, anchor, eastArm, northArm);
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uint corner = Cell(GxBase + 3, GyBase + 3);
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Assert.Contains(corner, cells);
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Assert.Equal(9, cells.Count);
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// Control: the corner is not reachable from any part's own rectangle,
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// so the containment above cannot be satisfied by a per-part union.
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Assert.DoesNotContain(corner, Rectangle(entity, LbId | 10u, anchor));
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Assert.DoesNotContain(corner, Rectangle(entity, LbId | 10u, anchor, eastArm));
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Assert.DoesNotContain(corner, Rectangle(entity, LbId | 10u, anchor, northArm));
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}
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// ── T3 ────────────────────────────────────────────────────────────────
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/// <summary>
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/// The rectangle crosses landblock boundaries freely: <c>add_cell_block</c>
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/// works in GLOBAL lcoords and re-derives the block prefix per cell
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/// (<c>0x0053320a</c>), so cells beyond column 7 carry the NEIGHBOUR
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/// landblock's id. Sabotage: clamp the rectangle to the seed landblock →
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/// the 0xAAB4 / 0xA9B5 rows vanish.
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/// </summary>
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[Fact]
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public void T3_BoxPastTheBlockEdge_ProducesNeighbourLandblockCellIds()
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{
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// Entity on cell (7,7): world (180, 180). Box ±30 m → world 150..210
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// → cell columns 6..8; column 8 is the neighbour block's column 0.
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var shape = BspPart(new Vector3(-30f, -30f, -2f), new Vector3(30f, 30f, 2f));
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List<uint> cells = Rectangle(new Vector3(180f, 180f, 0f), LbId | 64u, shape);
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Assert.Equal(9, cells.Count);
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Assert.Contains(Cell(GxBase + 7, GyBase + 7), cells); // 0xA9B40040
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Assert.Contains(Cell(GxBase + 8, GyBase + 7), cells); // 0xAAB4xxxx
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Assert.Contains(Cell(GxBase + 7, GyBase + 8), cells); // 0xA9B5xxxx
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Assert.Contains(Cell(GxBase + 8, GyBase + 8), cells); // 0xAAB5xxxx
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Assert.Contains(cells, id => (id & 0xFFFF0000u) == 0xAAB40000u);
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Assert.Contains(cells, id => (id & 0xFFFF0000u) == 0xA9B50000u);
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Assert.Contains(cells, id => (id & 0xFFFF0000u) == 0xAAB50000u);
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}
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// ── T4 ────────────────────────────────────────────────────────────────
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/// <summary>
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/// Map bounds. <c>add_cell_block</c> rejects any coordinate outside
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/// <c>[0, 0x7f8)</c> (<c>0x005331f0</c>-<c>0x00533206</c>). Sabotage: drop
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/// the clamp → cells wrap into the far corner of the map or produce id 0.
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/// </summary>
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[Fact]
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public void T4_RectangleAtTheMapCorners_EmitsNothingOutsideTheMap()
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{
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// SW corner: landblock (0,0), entity on cell (0,0), box ±50 m reaches
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// three cells into negative lcoords on both axes.
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var box = BspPart(new Vector3(-50f, -50f, -2f), new Vector3(50f, 50f, 2f));
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List<uint> sw = Rectangle(new Vector3(12f, 12f, 0f), 0x00000001u, box);
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Assert.All(sw, id => Assert.NotEqual(0u, id));
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Assert.Equal(9, sw.Count); // x 0..2 × y 0..2 survive
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Assert.Contains(0x00000001u, sw);
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// NE corner: landblock (254,254) — lcoords 2032..2039, the last legal
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// row before 0x7f8 = 2040.
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const uint neLb = 0xFEFE0000u;
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int neGx = 254 * 8, neGy = 254 * 8;
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List<uint> ne = Rectangle(new Vector3(180f, 180f, 0f), neLb | 64u, box);
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Assert.All(ne, id => Assert.NotEqual(0u, id));
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Assert.Equal(9, ne.Count); // x 2035..2037+ y likewise
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Assert.Contains(Cell(neGx + 7, neGy + 7), ne);
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Assert.DoesNotContain(Cell(2040 & 0x7FF, 2040 & 0x7FF), ne);
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}
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// ── T5 ────────────────────────────────────────────────────────────────
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/// <summary>
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/// <c>BBox::LocalToGlobal</c> @0x005b2120 re-fits through ALL EIGHT
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/// corners, so a rotated box grows. Sabotage: transform only
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/// <c>min</c> and <c>max</c> → the −X overhang of a yawed asymmetric box
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/// is lost and its westernmost cell disappears.
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/// </summary>
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[Fact]
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public void T5_RotatedAsymmetricBox_KeepsTheCornerOverhangMinMaxWouldLose()
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{
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// Asymmetric box: X 0..60, Y 0..4. Yawed 37 degrees about Z the four
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// XY corners land at (0,0), (47.92,36.11), (-2.41,3.19), (45.52,39.30);
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// the true AABB therefore starts at x = -2.41, which is the corner a
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// min/max-only transform (which sees only (0,0) and (45.52,39.30))
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// cannot produce.
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Quaternion yaw37 = Quaternion.CreateFromAxisAngle(
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Vector3.UnitZ, 37f * MathF.PI / 180f);
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var shape = BspPart(
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new Vector3(0f, 0f, 0f), new Vector3(60f, 4f, 2f),
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localRotation: yaw37);
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// Entity at world x = 48 → the true box spans 45.59..95.92, crossing
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// into cell column 1; the min/max-only box starts at exactly 48.0,
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// which is column 2.
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List<uint> cells = Rectangle(new Vector3(48f, 12f, 0f), LbId | 17u, shape);
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Assert.Contains(Cell(GxBase + 1, GyBase + 0), cells);
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Assert.Contains(Cell(GxBase + 3, GyBase + 2), cells);
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// Control: unrotated, the same box starts at exactly x = 48 and never
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// reaches column 1 — so the containment above is the rotation's doing.
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var unrotated = BspPart(new Vector3(0f, 0f, 0f), new Vector3(60f, 4f, 2f));
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List<uint> flat = Rectangle(new Vector3(48f, 12f, 0f), LbId | 17u, unrotated);
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Assert.DoesNotContain(Cell(GxBase + 1, GyBase + 0), flat);
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}
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// ── T9 ────────────────────────────────────────────────────────────────
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/// <summary>
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/// <c>floor</c>, not truncation: retail calls <c>floor</c> then
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/// <c>_ftol2</c> (<c>0x0053353c</c> / <c>0x00533542</c>). Sabotage:
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/// <c>(int)(v / 24f)</c> → for a box overhanging the block's SW corner,
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/// <c>-8/24</c> truncates to 0 and the previous landblock's column 7 is
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/// silently dropped.
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/// </summary>
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[Fact]
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public void T9_BoxOverhangingTheBlockOrigin_ReachesTheNegativeColumn()
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{
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var shape = BspPart(new Vector3(-20f, -20f, -2f), new Vector3(20f, 20f, 2f));
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// Entity at world (12, 12): the box spans -8..32, whose floor is -1.
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List<uint> cells = Rectangle(new Vector3(12f, 12f, 0f), LbId | 1u, shape);
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Assert.Contains(Cell(GxBase - 1, GyBase - 1), cells); // 0xA8B3, cell 64
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Assert.Contains(Cell(GxBase - 1, GyBase + 0), cells);
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Assert.Contains(Cell(GxBase + 0, GyBase - 1), cells);
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// -8..32 → floor gives columns -1..1, three per axis.
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Assert.Equal(9, cells.Count);
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Assert.Contains(Cell(GxBase + 1, GyBase + 1), cells);
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}
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// ── T8 ────────────────────────────────────────────────────────────────
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/// <summary>
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/// <c>adjust_to_outside</c> failing (map edge / invalid id) makes retail
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/// return before <c>get_landcell</c> and add nothing
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/// (<c>0x005333eb</c> select → gid 0 → <c>0x00533417 je</c>). Sabotage:
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/// drop the null check → an exception or a bogus rectangle at lcoord 0.
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/// </summary>
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[Fact]
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public void T8_BasePositionOffTheMap_AddsNothingAndDoesNotThrow()
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{
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var shape = BspPart(new Vector3(-5f, -5f, -2f), new Vector3(5f, 5f, 2f));
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var boxes = new List<ShadowPartBox>
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{
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ShadowPartBox.FromShape(
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shape, new Vector3(-100000f, -100000f, 0f), Quaternion.Identity),
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};
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var candidates = new CellArray();
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bool added = CellTransit.AddAllOutsideCellsFromParts(
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boxes, 0x00000001u, Vector3.Zero, candidates);
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Assert.False(added);
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Assert.Empty(candidates.OrderedIds);
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}
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// ── P2 / T6 ───────────────────────────────────────────────────────────
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/// <summary>
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/// Non-BSP invariance. A cylinder-only owner must still take retail's
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/// cylsphere branch — <c>CObjCell::find_cell_list</c> @0x0052b9f0 — and
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/// produce exactly the sphere flood's cell set. Sabotage: route every
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/// owner through the box path → the sets diverge (the cylinder's box is
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/// its own ±radius extent, which spans a different rectangle).
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/// </summary>
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[Fact]
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public void T6_CylinderOnlyOwner_MatchesTheUntouchedSphereFlood()
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{
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var cylinder = ShadowShape.Cylinder(
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gfxObjId: 0u,
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localPosition: Vector3.Zero,
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localRotation: Quaternion.Identity,
|
||
scale: 1f,
|
||
// r = 12 at the exact centre of cell (1,1) is the configuration in
|
||
// which the two routes DISAGREE: check_add_cell_boundary's tests
|
||
// are STRICT (pointX > 24-r, pointX < r), so 12 > 12 and 12 < 12
|
||
// both fail and the sphere claims exactly one cell — while the
|
||
// same extent as a BOX spans 24..48, whose floor is columns 1 AND
|
||
// 2. A fixture at any other radius makes the routes agree and
|
||
// proves nothing.
|
||
radius: 12f,
|
||
cylHeight: 24f);
|
||
|
||
var reg = new ShadowObjectRegistry();
|
||
const uint ownerId = 0x334001u;
|
||
var worldPos = new Vector3(36f, 36f, 50f);
|
||
reg.RegisterMultiPart(
|
||
ownerId, worldPos, Quaternion.Identity,
|
||
new[] { cylinder }, 0u, EntityCollisionFlags.None,
|
||
0f, 0f, LbId);
|
||
|
||
IReadOnlyList<uint> expected = CellTransit.BuildShadowCellSet(
|
||
new PhysicsDataCache(),
|
||
LbId | 10u,
|
||
new[]
|
||
{
|
||
new DatReaderWriter.Types.Sphere { Origin = worldPos, Radius = 12f },
|
||
},
|
||
1,
|
||
isStatic: false);
|
||
|
||
// Control: the golden must be the SINGLE cell only the sphere route
|
||
// produces, so the equality below cannot be satisfied by the box route.
|
||
Assert.Equal(new[] { LbId | 10u }, expected);
|
||
|
||
var actual = new List<uint>();
|
||
foreach (uint id in expected)
|
||
{
|
||
if (reg.GetObjectsInCell(id).Any(e => e.EntityId == ownerId))
|
||
actual.Add(id);
|
||
}
|
||
|
||
Assert.NotEmpty(expected);
|
||
Assert.Equal(expected.OrderBy(v => v), actual.OrderBy(v => v));
|
||
|
||
// And nothing outside it: the cylinder claims no cell the sphere
|
||
// flood did not.
|
||
for (uint index = 1u; index <= 64u; index++)
|
||
{
|
||
uint cellId = LbId | index;
|
||
bool held = reg.GetObjectsInCell(cellId).Any(e => e.EntityId == ownerId);
|
||
Assert.Equal(expected.Contains(cellId), held);
|
||
}
|
||
}
|
||
|
||
// ── P1 / dispatch ─────────────────────────────────────────────────────
|
||
/// <summary>
|
||
/// The dispatch itself: a BSP-bearing owner registered through
|
||
/// <see cref="ShadowObjectRegistry.RegisterMultiPart"/> lands in EVERY cell
|
||
/// of its box rectangle — not the nine of the sphere neighbourhood. This
|
||
/// is the end-to-end #334 fact at the production entry point.
|
||
/// </summary>
|
||
[Fact]
|
||
public void RegisterMultiPart_BspBearingOwner_OccupiesTheFullBoxRectangle()
|
||
{
|
||
var shape = BspPart(new Vector3(-50f, -50f, -3f), new Vector3(50f, 50f, 3f));
|
||
var reg = new ShadowObjectRegistry();
|
||
const uint ownerId = 0x334002u;
|
||
|
||
reg.RegisterMultiPart(
|
||
ownerId, new Vector3(36f, 36f, 0f), Quaternion.Identity,
|
||
new[] { shape }, 0u, EntityCollisionFlags.None,
|
||
0f, 0f, LbId, seedCellId: LbId | 10u);
|
||
|
||
int held = 0;
|
||
for (int x = GxBase - 1; x <= GxBase + 3; x++)
|
||
for (int y = GyBase - 1; y <= GyBase + 3; y++)
|
||
{
|
||
uint cellId = Cell(x, y);
|
||
Assert.Contains(
|
||
reg.GetObjectsInCell(cellId),
|
||
e => e.EntityId == ownerId);
|
||
held++;
|
||
}
|
||
|
||
Assert.Equal(25, held);
|
||
}
|
||
}
|