acdream/tests/AcDream.Core.Tests/World/WeatherSystemTests.cs
Erik 53608e77e3 sky(phase-5a): remove DayGroup-name rain hack, ship retail-only Overcast mapping
User-observed regression 2026-04-23: acdream spawned rain particles
when retail showed no rain at the same server tick. Root cause: my
Phase 3e shortcut mapped DayGroup.Name = "Rainy" → WeatherKind.Rain →
rain particle emitter. That's not what retail does.

Parallel decompile research confirms:
- Agent A (2026-04-23-physicsscript.md): PhysicsScript runtime lives
  at FUN_0051bed0 → FUN_0051bfb0, runs per PhysicsObj; sky calls it
  from NOWHERE.
- Agent B (2026-04-23-sky-pes-wiring.md): FUN_00508010 (sky render
  loop) never reads SkyObject.DefaultPesObjectId — the field is dead
  at render time. Rain/snow particles in retail come from a separate
  camera-attached weather subsystem that has NOT yet been located.

So the correct behavior is: DayGroup name should only drive
fog/ambient tone (via keyframes, already in the Snapshot path),
never spawn particle emitters. Any retail-faithful particle rain
belongs to a future phase once we find the camera-attached weather
subsystem driver.

Change: MapDayGroupNameToKind now maps all weathery substrings
(storm/snow/rain/cloud/overcast/dark/fog) → Overcast — fog-only
visuals, no particle spawn. Clear names stay Clear. The Rain, Snow,
Storm enum values remain and are still accessible via ForceWeather()
for debug overrides.

Tests updated (WeatherSystemTests): the name→kind theory now expects
Overcast for Rainy/Snowy/Stormy variants.

Also commits the four research docs from this session's parallel
hunt: PhysicsScript dat+runtime, sky↔PES wiring (negative finding),
lightning timer (negative finding — agent #3), fog on sky
(positive: retail applies fog to sky geometry).

NOTE on lightning: agent #3's research only ruled out the CLIENT-SIDE
RANDOM TIMER hypothesis for lightning. User confirms retail does have
visible lightning + thunder. A follow-up agent (#5, in flight as of
this commit) is hunting the real mechanism — PlayScript opcode,
SetLight PhysicsScript hooks, AdminEnvirons side effects, or the
weather-volume draw. This commit does NOT attempt to port lightning.

Build + 733 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 11:04:36 +02:00

150 lines
5.1 KiB
C#

using System;
using System.Numerics;
using AcDream.Core.World;
using Xunit;
namespace AcDream.Core.Tests.World;
public sealed class WeatherSystemTests
{
[Fact]
public void Roll_Deterministic_ForSameDayIndex()
{
var a = new WeatherSystem();
var b = new WeatherSystem();
for (int d = 0; d < 100; d++)
{
a.Tick(0, d, 100f); // big dt to finish any transition
b.Tick(0, d, 100f);
Assert.Equal(a.Kind, b.Kind);
}
}
[Fact]
public void Roll_WeightsDominatedByClear()
{
// Clear should cover ~60% of the distribution. Sample many days
// and check the clear fraction is in a reasonable band.
var sys = new WeatherSystem();
int clear = 0;
for (int d = 0; d < 1000; d++)
{
sys.Tick(0, d, 100f);
if (sys.Kind == WeatherKind.Clear) clear++;
}
double frac = clear / 1000.0;
Assert.InRange(frac, 0.45, 0.75);
}
[Fact]
public void Transition_EasesAcrossTenSeconds()
{
// Force Storm, then Clear, sample snapshot fog distance mid-transition.
var sys = new WeatherSystem();
sys.ForceWeather(WeatherKind.Storm);
sys.Tick(0, 1, 100f); // finalize
var kf = SkyStateProvider.Default().Interpolate(0.5f);
var stormFog = sys.Snapshot(in kf);
Assert.Equal(WeatherKind.Storm, stormFog.Kind);
// Snapshot should have a small fog end (storm fog is dense).
Assert.True(stormFog.FogEnd < 120f, $"storm fog end too large: {stormFog.FogEnd}");
}
[Fact]
public void EnvironOverride_ForcesTintedFog()
{
var sys = new WeatherSystem();
sys.Override = EnvironOverride.RedFog;
var kf = SkyStateProvider.Default().Interpolate(0.5f);
var snap = sys.Snapshot(in kf);
Assert.Equal(EnvironOverride.RedFog, snap.Override);
// Red override means the R channel dominates.
Assert.True(snap.FogColor.X > snap.FogColor.Y);
Assert.True(snap.FogColor.X > snap.FogColor.Z);
}
[Fact]
public void Flash_DecaysOverTime()
{
var sys = new WeatherSystem();
sys.TriggerFlash();
var kf = SkyStateProvider.Default().Interpolate(0.5f);
var imm = sys.Snapshot(in kf);
Assert.True(imm.LightningFlash > 0.9f);
// After 1 second the flash should be mostly decayed.
sys.Tick(0, 0, 1.0f);
var later = sys.Snapshot(in kf);
Assert.True(later.LightningFlash < 0.1f,
$"lightning flash didn't decay: {later.LightningFlash}");
}
[Fact]
public void Snapshot_ClearKind_PassesThroughKeyframeFog()
{
var sys = new WeatherSystem();
sys.ForceWeather(WeatherKind.Clear);
sys.Tick(0, 0, 100f); // finish transition
var kf = SkyStateProvider.Default().Interpolate(0.5f);
var snap = sys.Snapshot(in kf);
// Clear passes the keyframe's fog color + distances through.
Assert.Equal(kf.FogStart, snap.FogStart, precision: 2);
Assert.Equal(kf.FogEnd, snap.FogEnd, precision: 2);
}
[Theory]
[InlineData("Sunny", WeatherKind.Clear)]
[InlineData("SUNNY", WeatherKind.Clear)]
[InlineData("Clear", WeatherKind.Clear)]
[InlineData("", WeatherKind.Clear)]
[InlineData(null, WeatherKind.Clear)]
// All "weathery" names map to Overcast. Retail does NOT spawn rain /
// snow / lightning from the DayGroup name — verified by the 2026-04-23
// PhysicsScript + sky-PES decompile audits (see WeatherState.cs). Any
// future particle rain must come from the camera-attached weather
// subsystem, NOT from name string matching.
[InlineData("Cloudy", WeatherKind.Overcast)]
[InlineData("Overcast", WeatherKind.Overcast)]
[InlineData("Dark skies", WeatherKind.Overcast)]
[InlineData("Fog", WeatherKind.Overcast)]
[InlineData("Rainy", WeatherKind.Overcast)]
[InlineData("heavy rain", WeatherKind.Overcast)]
[InlineData("Snowy", WeatherKind.Overcast)]
[InlineData("Blizzard", WeatherKind.Clear)] // no matcher — default
[InlineData("Stormy", WeatherKind.Overcast)]
[InlineData("Thunderstorm", WeatherKind.Overcast)]
public void SetKindFromDayGroupName_MapsRetailNames(string? name, WeatherKind expected)
{
var sys = new WeatherSystem();
sys.SetKindFromDayGroupName(name);
sys.Tick(0, 0, 100f); // finalize transition
Assert.Equal(expected, sys.Kind);
}
[Fact]
public void SetKindFromDayGroupName_DisablesInternalRoll()
{
// Once driven externally, advancing dayIndex must NOT re-roll
// to a different kind via the internal RollKind hash.
var sys = new WeatherSystem();
sys.SetKindFromDayGroupName("Sunny");
sys.Tick(0, 0, 100f);
var clearKind = sys.Kind;
Assert.Equal(WeatherKind.Clear, clearKind);
for (int d = 1; d < 50; d++)
{
sys.Tick(0, d, 100f);
Assert.Equal(clearKind, sys.Kind); // stays put — no auto-roll
}
}
}