acdream/tests/AcDream.App.Tests/Rendering/Wb/BuildingLoaderTests.cs
Erik f8d0499d8b feat(render): Phase A8 RR4 — wire BuildingRegistry into landblock load
LoadedCell.BuildingId (init + internal setter) — set exactly once at
    landblock load time by BuildingLoader; null when the cell isn't
    part of any building (outdoor surface cells; dungeon cells not
    enumerated in LandBlockInfo.Buildings).

  GameWindow landblock-load path: builds BuildingRegistry from
    LandBlockInfo.Buildings; stamps each cell's BuildingId; stores the
    registry on _buildingRegistries[landblockId] (GameWindow-level dict)
    for render-frame lookups. Note: LoadedLandblock is AcDream.Core.World
    (a sealed record) — adding an App-type field there would violate
    Code Structure Rule #2, so the registry is stored in a new
    GameWindow-level dictionary instead. Cleanup wired in both
    removeTerrain lambdas (OnLoad + OnResize paths).

  drainedCells dict: the existing _pendingCells drain loop is extended
    to also build a local CellId→LoadedCell dict; BuildingLoader.Build
    uses this dict for the stamping pass so no second iteration is needed.

  New BuildingLoaderTest verifies the stamping path. 5 BuildingLoader
  tests total (4 from RR3 + 1 new).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-27 11:13:48 +02:00

130 lines
5.2 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering.Wb;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using Xunit;
namespace AcDream.App.Tests.Rendering.Wb;
public class BuildingLoaderTests
{
// Helper: build a minimal LandBlockInfo with one BuildingInfo per supplied tuple.
// OtherCellId values are 16-bit cell-local ids (low word of full cell id).
private static LandBlockInfo MakeInfo(params (uint modelId, uint[] portalOtherCellIds)[] buildings)
{
var bls = new List<BuildingInfo>();
foreach (var (modelId, portals) in buildings)
{
var portalList = new List<BuildingPortal>();
foreach (var ocid in portals)
{
portalList.Add(new BuildingPortal
{
OtherCellId = (ushort)(ocid & 0xFFFFu),
Flags = 0,
OtherPortalId = 0,
StabList = new List<ushort>(),
});
}
bls.Add(new BuildingInfo
{
ModelId = modelId,
Frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
Portals = portalList,
});
}
return new LandBlockInfo
{
Objects = new List<Stab>(),
Buildings = bls,
};
}
[Fact]
public void Empty_NoBuildings_EmptyRegistry()
{
var info = new LandBlockInfo { Objects = new List<Stab>(), Buildings = new List<BuildingInfo>() };
var reg = BuildingLoader.Build(info, landblockId: 0xA9B40000u, cellsByCellId: new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
Assert.Equal(0, reg.Count);
}
[Fact]
public void OneBuilding_OnePortal_MapsToOneCell()
{
// Building points to cell 0x0150 in landblock 0xA9B40000 → full cell id 0xA9B40150
var info = MakeInfo((modelId: 0x02000123u, portalOtherCellIds: new[] { 0x0150u }));
// Pass an empty cell dict — loader seeds from BuildingInfo.Portals only
var reg = BuildingLoader.Build(info, landblockId: 0xA9B40000u, cellsByCellId: new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
Assert.Equal(1, reg.Count);
var building = System.Linq.Enumerable.First(reg.All());
Assert.Contains(0xA9B40150u, building.EnvCellIds);
}
[Fact]
public void OneBuilding_MultiplePortals_MapsToMultipleCells()
{
var info = MakeInfo((0x02000123u, new[] { 0x0150u, 0x0151u, 0x0152u }));
var reg = BuildingLoader.Build(info, 0xA9B40000u, new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
var building = System.Linq.Enumerable.First(reg.All());
Assert.Equal(3, building.EnvCellIds.Count);
Assert.Contains(0xA9B40150u, building.EnvCellIds);
Assert.Contains(0xA9B40151u, building.EnvCellIds);
Assert.Contains(0xA9B40152u, building.EnvCellIds);
}
[Fact]
public void TwoBuildings_AllocateSequentialIds()
{
var info = MakeInfo(
(0x02000001u, new[] { 0x0150u }),
(0x02000002u, new[] { 0x0160u }));
var reg = BuildingLoader.Build(info, 0xA9B40000u, new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
Assert.Equal(2, reg.Count);
var ids = new SortedSet<uint>();
foreach (var b in reg.All()) ids.Add(b.BuildingId);
Assert.Equal(new SortedSet<uint> { 1, 2 }, ids); // sequential 1, 2
}
[Fact]
public void Build_StampsLoadedCellBuildingId()
{
// Fixture: minimal LoadedCell instances representing 2 cottage cells.
var cell150 = new AcDream.App.Rendering.LoadedCell
{
CellId = 0xA9B40150u,
Portals = new List<AcDream.App.Rendering.CellPortalInfo>(),
PortalPolygons = new List<Vector3[]>(),
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
LocalBoundsMin = new Vector3(-5, -5, -5),
LocalBoundsMax = new Vector3(5, 5, 5),
ClipPlanes = new List<AcDream.App.Rendering.PortalClipPlane>(),
};
var cell151 = new AcDream.App.Rendering.LoadedCell
{
CellId = 0xA9B40151u,
Portals = new List<AcDream.App.Rendering.CellPortalInfo>(),
PortalPolygons = new List<Vector3[]>(),
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
LocalBoundsMin = new Vector3(-5, -5, -5),
LocalBoundsMax = new Vector3(5, 5, 5),
ClipPlanes = new List<AcDream.App.Rendering.PortalClipPlane>(),
};
var cells = new Dictionary<uint, AcDream.App.Rendering.LoadedCell>
{
{ 0xA9B40150u, cell150 },
{ 0xA9B40151u, cell151 },
};
var info = MakeInfo((0x02000123u, new[] { 0x0150u, 0x0151u }));
var reg = BuildingLoader.Build(info, 0xA9B40000u, cells);
Assert.Equal(1, reg.Count);
var b = System.Linq.Enumerable.First(reg.All());
// Both cells stamped with the building id:
Assert.Equal(b.BuildingId, cell150.BuildingId);
Assert.Equal(b.BuildingId, cell151.BuildingId);
}
}