acdream/tests/AcDream.App.Tests/Rendering/Walk/WalkBuildingJoinDiagnosticTests.cs
Erik e5cdd2364e feat(render) Campaign FW1: look-in adjudication - the GetVisible load gate
The per-building join diagnostic PASSES (001a/0022 portal tables lead
exactly to the traced a9b4016x punch cells; every BSP PortalRef indexes
validly), and the eight-arm gate-decode sweep proves NO plane-sign x
side-flag combination reproduces retail. Together they pin the missing
mechanism: CEnvCell::GetVisible gates punches by the LOADED interior
cell set around the player - retail punched only the two buildings
nearest the player cell; the replay loads every interior so geometry
alone over-punches. Next port piece: the interior load radius (the
landcell stab-list pull). Both diagnostics stay in the suite (the sweep
Skip-parked with the verdict).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 10:43:27 +02:00

78 lines
3.4 KiB
C#

using AcDream.App.Tests.Rendering;
using AcDream.App.Rendering.Walk;
using DatReaderWriter;
using DatReaderWriter.Options;
using System.Text;
namespace AcDream.App.Tests.Rendering.Walk;
/// <summary>
/// FW1 look-in adjudication instrument: retail's street-outdoor trace
/// punched look-ins ONLY at buildings a9b4001a (cells 16e,16a,16c) and
/// a9b40022 (164,162,167,169). This pins the data-side join: those cells
/// must be reachable through the respective building's portal table, and
/// every drawing-BSP PortalRef must index INTO that table. A failure
/// message carries the full dump for adjudication.
/// </summary>
[Trait("Lane", "InstalledDat")]
public sealed class WalkBuildingJoinDiagnosticTests
{
[Theory]
[InlineData(0xA9B4001Au, new uint[] { 0xA9B4016Eu, 0xA9B4016Au, 0xA9B4016Cu })]
[InlineData(0xA9B40022u, new uint[] { 0xA9B40164u, 0xA9B40162u, 0xA9B40167u, 0xA9B40169u })]
public void Traced_lookin_cells_are_reachable_through_the_building_portal_table(
uint buildingCellId, uint[] tracedLookInCells)
{
string? datDir = CornerFloodReplayTests.ResolveDatDir();
if (datDir is null)
{
Assert.Fail("Lane=InstalledDat requires an installed retail DAT directory.");
}
using var dats = new DatCollection(datDir!, DatAccessType.Read);
List<WalkWorldDatAdapter.BuildingEntry> entries =
WalkWorldDatAdapter.BuildBuildings(dats, 0xA9B40000u);
WalkBuilding building = Assert.Single(
entries, e => e.Building.PositionCellId == buildingCellId).Building;
var dump = new StringBuilder();
dump.AppendLine($"building {buildingCellId:x8}: {building.Portals.Length} portals");
var directCells = new HashSet<uint>();
for (int i = 0; i < building.Portals.Length; i++)
{
ref WalkBldPortal p = ref building.Portals[i];
directCells.Add(p.OtherCellId);
dump.AppendLine(
$" portal[{i}]: side={p.PortalSide} exact={p.ExactMatch} "
+ $"other={p.OtherCellId:x8} otherPortal={p.OtherPortalId} "
+ $"stabs=[{string.Join(',', p.StabList.Select(s => s.ToString("x8")))}]");
}
var bspJoins = new List<int>();
CollectPortalIndices(building.DrawingBsp, bspJoins);
dump.AppendLine($" BSP PortalRef indices: [{string.Join(',', bspJoins)}]");
// Every BSP portal ref must join into the portal table.
Assert.All(bspJoins, i => Assert.InRange(i, 0, building.Portals.Length - 1));
// Every traced look-in cell must be directly behind a portal or in a
// portal's stab list (the flood reaches deeper cells through those).
var reachable = new HashSet<uint>(directCells);
foreach (WalkBldPortal p in building.Portals)
foreach (uint stab in p.StabList)
reachable.Add(stab);
foreach (uint traced in tracedLookInCells)
{
Assert.True(
reachable.Contains(traced),
$"traced look-in cell {traced:x8} is not reachable\n{dump}");
}
}
private static void CollectPortalIndices(WalkBspNode? node, List<int> into)
{
if (node is null) return;
if (node.InPortals is not null)
into.AddRange(node.InPortals.Select(p => p.PortalIndex));
CollectPortalIndices(node.PosNode, into);
CollectPortalIndices(node.NegNode, into);
}
}