User reported rain in acdream while retail showed a clear sunny sky
after Phase 3d landed. Root cause: two independent weather systems
running in parallel.
1. Retail DayGroup picker (FUN_00501990 port, Phase 3c/3c.1) —
selected DayGroup[6] "Sunny" correctly.
2. WeatherSystem.Tick (legacy stub from pre-decompile era) —
kept rolling its own hardcoded PDF every day (60% Clear, 20%
Overcast, 12% Rain, 5% Snow, 3% Storm), independent of the
DayGroup picker. Its output drove the rain/snow particle
emitters via UpdateWeatherParticles. If its hash happened to
land on Rain for today's dayIndex, rain rendered even on a
Sunny DayGroup day.
Retail has ONE source of truth for weather: the DayGroup roll. There
is no separate weather state machine — rain/snow/storm are implied by
the DayGroup name and its per-keyframe SkyObjectReplace settings.
Fix (Phase 3e):
- WeatherSystem.SetKindFromDayGroupName(string?) — loose substring
match on the retail DayGroup name: "storm" → Storm, "snow" → Snow,
"rain" → Rain, "cloud"/"overcast"/"dark"/"fog" → Overcast, else
Clear. Case-insensitive. Covers the names observed in the live
Dereth dat dump (Sunny, Clear, Cloudy, Rainy + inferred variants).
- WeatherSystem._externallyDriven flag disables the internal
RollKind auto-roll once SetKindFromDayGroupName has been called at
least once. Tests that drive Tick() directly keep the legacy
hash-roll behavior (offline fallback). ForceWeather still works
for debug overrides.
- GameWindow.RefreshSkyForCurrentDay calls
Weather.SetKindFromDayGroupName(grp.Name) right after it installs
the new SkyStateProvider. Logs the resulting WeatherKind on the
same line as the DayGroup pick for correlation.
- New WeatherSystemTests.SetKindFromDayGroupName_MapsRetailNames
(theory, 14 cases) + SetKindFromDayGroupName_DisablesInternalRoll.
Expected effect: Sunny/Clear DayGroups → no rain emitter. Rainy/Stormy
DayGroups → rain emitter active. The user's specific scenario
(DayGroup[6] "Sunny") now correctly maps to WeatherKind.Clear and no
particles spawn.
Build + 733 tests green (+16 new).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
145 lines
4.8 KiB
C#
145 lines
4.8 KiB
C#
using System;
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using System.Numerics;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.World;
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public sealed class WeatherSystemTests
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{
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[Fact]
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public void Roll_Deterministic_ForSameDayIndex()
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{
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var a = new WeatherSystem();
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var b = new WeatherSystem();
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for (int d = 0; d < 100; d++)
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{
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a.Tick(0, d, 100f); // big dt to finish any transition
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b.Tick(0, d, 100f);
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Assert.Equal(a.Kind, b.Kind);
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}
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}
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[Fact]
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public void Roll_WeightsDominatedByClear()
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{
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// Clear should cover ~60% of the distribution. Sample many days
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// and check the clear fraction is in a reasonable band.
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var sys = new WeatherSystem();
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int clear = 0;
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for (int d = 0; d < 1000; d++)
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{
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sys.Tick(0, d, 100f);
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if (sys.Kind == WeatherKind.Clear) clear++;
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}
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double frac = clear / 1000.0;
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Assert.InRange(frac, 0.45, 0.75);
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}
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[Fact]
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public void Transition_EasesAcrossTenSeconds()
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{
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// Force Storm, then Clear, sample snapshot fog distance mid-transition.
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var sys = new WeatherSystem();
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sys.ForceWeather(WeatherKind.Storm);
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sys.Tick(0, 1, 100f); // finalize
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var kf = SkyStateProvider.Default().Interpolate(0.5f);
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var stormFog = sys.Snapshot(in kf);
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Assert.Equal(WeatherKind.Storm, stormFog.Kind);
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// Snapshot should have a small fog end (storm fog is dense).
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Assert.True(stormFog.FogEnd < 120f, $"storm fog end too large: {stormFog.FogEnd}");
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}
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[Fact]
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public void EnvironOverride_ForcesTintedFog()
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{
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var sys = new WeatherSystem();
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sys.Override = EnvironOverride.RedFog;
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var kf = SkyStateProvider.Default().Interpolate(0.5f);
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var snap = sys.Snapshot(in kf);
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Assert.Equal(EnvironOverride.RedFog, snap.Override);
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// Red override means the R channel dominates.
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Assert.True(snap.FogColor.X > snap.FogColor.Y);
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Assert.True(snap.FogColor.X > snap.FogColor.Z);
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}
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[Fact]
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public void Flash_DecaysOverTime()
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{
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var sys = new WeatherSystem();
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sys.TriggerFlash();
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var kf = SkyStateProvider.Default().Interpolate(0.5f);
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var imm = sys.Snapshot(in kf);
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Assert.True(imm.LightningFlash > 0.9f);
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// After 1 second the flash should be mostly decayed.
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sys.Tick(0, 0, 1.0f);
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var later = sys.Snapshot(in kf);
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Assert.True(later.LightningFlash < 0.1f,
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$"lightning flash didn't decay: {later.LightningFlash}");
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}
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[Fact]
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public void Snapshot_ClearKind_PassesThroughKeyframeFog()
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{
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var sys = new WeatherSystem();
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sys.ForceWeather(WeatherKind.Clear);
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sys.Tick(0, 0, 100f); // finish transition
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var kf = SkyStateProvider.Default().Interpolate(0.5f);
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var snap = sys.Snapshot(in kf);
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// Clear passes the keyframe's fog color + distances through.
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Assert.Equal(kf.FogStart, snap.FogStart, precision: 2);
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Assert.Equal(kf.FogEnd, snap.FogEnd, precision: 2);
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}
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[Theory]
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[InlineData("Sunny", WeatherKind.Clear)]
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[InlineData("SUNNY", WeatherKind.Clear)]
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[InlineData("Clear", WeatherKind.Clear)]
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[InlineData("Cloudy", WeatherKind.Overcast)]
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[InlineData("Overcast", WeatherKind.Overcast)]
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[InlineData("Dark skies", WeatherKind.Overcast)]
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[InlineData("Fog", WeatherKind.Overcast)]
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[InlineData("Rainy", WeatherKind.Rain)]
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[InlineData("heavy rain", WeatherKind.Rain)]
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[InlineData("Snowy", WeatherKind.Snow)]
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[InlineData("Blizzard", WeatherKind.Clear)] // no matcher — default
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[InlineData("Stormy", WeatherKind.Storm)]
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[InlineData("Thunderstorm", WeatherKind.Storm)] // "storm" wins over no match
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[InlineData("", WeatherKind.Clear)]
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[InlineData(null, WeatherKind.Clear)]
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public void SetKindFromDayGroupName_MapsRetailNames(string? name, WeatherKind expected)
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{
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var sys = new WeatherSystem();
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sys.SetKindFromDayGroupName(name);
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sys.Tick(0, 0, 100f); // finalize transition
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Assert.Equal(expected, sys.Kind);
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}
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[Fact]
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public void SetKindFromDayGroupName_DisablesInternalRoll()
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{
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// Once driven externally, advancing dayIndex must NOT re-roll
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// to a different kind via the internal RollKind hash.
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var sys = new WeatherSystem();
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sys.SetKindFromDayGroupName("Sunny");
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sys.Tick(0, 0, 100f);
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var clearKind = sys.Kind;
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Assert.Equal(WeatherKind.Clear, clearKind);
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for (int d = 1; d < 50; d++)
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{
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sys.Tick(0, d, 100f);
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Assert.Equal(clearKind, sys.Kind); // stays put — no auto-roll
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}
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}
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}
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