acdream/tools/WeatherEnumerator/Program.cs
Erik 8db7a9ec28 docs(research): sky/weather investigation handoff + diagnostic tools
Captures everything learned from a long worktree iteration on the
foreground-rain bug (ISSUES.md #1 / #26) plus a new star-rendering
bug observed in the same area. The code work from that worktree
(WeatherDispatcher, EmitterDescLoader.LoadFromDat, WeatherCellRenderer,
GameWindow integration) was reverted because it didn't visibly fix
the rain bug — but the research findings + diagnostic tools are
durable and should not have to be rediscovered.

What's added:
- docs/research/2026-04-26-sky-investigation-handoff.md
  Comprehensive seed prompt for the next session. Covers:
  * Bug A: foreground rain (#26) — what's open, what's confirmed,
    what's been tried
  * Bug B: stars rendering as square in corner (NEW, user-observed)
  * 40-agent decomp scan findings — retail rain is NOT camera-
    particles, NOT server-driven, NOT screen-space; the mesh IS
    a hollow octagonal tube; only 5 weather GfxObjs in Dereth
  * Things ruled out by trial (envelope, scaling, unlit, depth-
    always alone, Setup loading)
  * Things to try next (depth+zfar combined, full render-state
    audit, frame ordering, star UV bug as easier first target)
  * Acceptance criteria for "done"

- docs/research/2026-04-26-chorizite-pr-draft.md
  Upstream PR draft for Chorizite/DatReaderWriter. Five generated
  DBObj source files reference nonexistent enum values and are
  silently excluded from the NuGet build:
  ParticleEmitterInfo, Clothing, PaletteSet, DataIdMapper,
  DualDataIdMapper. Fix: delete the duplicates. Independent of
  the rain work — benefits the AC modding ecosystem broadly.

- docs/research/2026-04-26-datreaderwriter-reference.md
  Developer reference for our DatReaderWriter usage. Version,
  types we consume, known broken types, thread-safety caveats,
  upgrade procedure, NuGet-vs-vendored decision matrix.

- tools/PesChainAudit/
  Recursive PES walker — given a 0x33xxxxxx script id, walks all
  CallPES references and dumps every hook + every referenced
  ParticleEmitter's parameters. Used to prove no weather PES
  emits rain particles.

- tools/TextureDump/
  Dumps texture pixel statistics (alpha histogram, brightness,
  max) and saves as PNG for visual inspection.

- tools/WeatherEnumerator/
  Enumerates every DayGroup in a Region, lists weather SkyObjects
  (Properties & 0x04), dumps GfxObj bounding boxes.

- tools/WeatherSetupProbe/
  Loads a Setup id, dumps each part's GfxObj + frame + scale +
  surface. Used to prove weather Setups are 5cm dummy carriers.

Worktree feature/sky-fixes is being deleted in a follow-up step.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 21:40:34 +02:00

139 lines
5.2 KiB
C#

// WeatherEnumerator — Issue #26 probe.
// Iterates ALL DayGroups in Dereth (Region 0x13000000), dumps every SkyObject
// flagged with the weather bit (Properties & 0x04), and records the bounding
// box of every unique GfxObj used as a weather visual.
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Numerics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Options;
using DatReaderWriter.Types;
using SysEnv = System.Environment;
const uint WEATHER_BIT = 0x04;
string datDir = SysEnv.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(SysEnv.GetFolderPath(SysEnv.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
Console.WriteLine($"datDir = {datDir}");
using var dats = new DatCollection(datDir, DatAccessType.Read);
if (!dats.TryGet<Region>(0x13000000u, out var region) || region is null)
{
Console.Error.WriteLine("ERROR: Cannot read Region 0x13000000");
return 1;
}
var dayGroups = region.SkyInfo?.DayGroups;
if (dayGroups is null) { Console.Error.WriteLine("No DayGroups"); return 1; }
Console.WriteLine($"Region loaded. {dayGroups.Count} DayGroups.");
Console.WriteLine();
// Collect unique weather GfxObjIds across all DayGroups (incl. SkyTime replaces).
var weatherGfxIds = new HashSet<uint>();
int totalWeatherSkyObjs = 0;
for (int dg = 0; dg < dayGroups.Count; dg++)
{
var group = dayGroups[dg];
string name = group.DayName?.Value ?? "(null)";
int weatherCount = group.SkyObjects.Count(so => (so.Properties & WEATHER_BIT) != 0);
Console.WriteLine($"=== DayGroup[{dg}] \"{name}\" Chance={group.ChanceOfOccur:F3} SkyObjects={group.SkyObjects.Count} WeatherSkyObjs={weatherCount} ===");
for (int oi = 0; oi < group.SkyObjects.Count; oi++)
{
var so = group.SkyObjects[oi];
if ((so.Properties & WEATHER_BIT) == 0) continue;
totalWeatherSkyObjs++;
uint gfx = (uint)so.DefaultGfxObjectId;
uint pes = (uint)so.DefaultPesObjectId;
Console.WriteLine($" WEATHER OI={oi} Begin={so.BeginTime:F3} End={so.EndTime:F3} BeginAng={so.BeginAngle:F1} EndAng={so.EndAngle:F1}");
Console.WriteLine($" TexVel=({so.TexVelocityX:F4},{so.TexVelocityY:F4}) Gfx=0x{gfx:X8} Pes=0x{pes:X8} Props=0x{so.Properties:X8}");
if (gfx != 0) weatherGfxIds.Add(gfx);
}
// Also scan SkyObjReplace entries for weather slots (replaces never carry
// their own Properties, but the same OI's weather bit means the replace
// is also a weather visual — record the gfx).
var weatherIndices = new HashSet<int>(
Enumerable.Range(0, group.SkyObjects.Count)
.Where(i => (group.SkyObjects[i].Properties & WEATHER_BIT) != 0));
foreach (var st in group.SkyTime)
{
foreach (var r in st.SkyObjReplace)
{
if (!weatherIndices.Contains((int)r.ObjectIndex)) continue;
uint gfx = (uint)r.GfxObjId;
if (gfx != 0 && weatherGfxIds.Add(gfx))
Console.WriteLine($" WEATHER REPLACE SkyTime.Begin={st.Begin:F3} OI={r.ObjectIndex} Gfx=0x{gfx:X8}");
}
}
Console.WriteLine();
}
Console.WriteLine($"Total weather SkyObjects across all DayGroups: {totalWeatherSkyObjs}");
Console.WriteLine($"Unique weather GfxObjIds: {weatherGfxIds.Count}");
Console.WriteLine();
Console.WriteLine("=== Bounding boxes of unique weather GfxObjs ===");
Console.WriteLine("GfxObjId | Verts | minX minY minZ | maxX maxY maxZ | sizeX sizeY sizeZ | radius");
Console.WriteLine(new string('-', 130));
foreach (uint gid in weatherGfxIds.OrderBy(x => x))
{
DumpBounds(dats, gid);
}
return 0;
static void DumpBounds(DatCollection dats, uint gid)
{
if (gid >= 0x02000000u)
{
if (!dats.TryGet<Setup>(gid, out var setup) || setup is null)
{
Console.WriteLine($"0x{gid:X8} | (Setup not found)");
return;
}
Console.WriteLine($"0x{gid:X8} | Setup with {setup.Parts.Count} part(s):");
foreach (var p in setup.Parts) DumpGfxBounds(dats, (uint)p, indent: " ");
return;
}
DumpGfxBounds(dats, gid, indent: "");
}
static void DumpGfxBounds(DatCollection dats, uint gid, string indent)
{
if (!dats.TryGet<GfxObj>(gid, out var go) || go is null)
{
Console.WriteLine($"{indent}0x{gid:X8} | (GfxObj not found)");
return;
}
var verts = go.VertexArray?.Vertices;
if (verts is null || verts.Count == 0)
{
Console.WriteLine($"{indent}0x{gid:X8} | 0 verts (no geometry)");
return;
}
Vector3 mn = new(float.MaxValue), mx = new(float.MinValue);
foreach (var kv in verts)
{
var v = kv.Value;
var p = new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z);
mn = Vector3.Min(mn, p);
mx = Vector3.Max(mx, p);
}
var size = mx - mn;
float radius = Math.Max(size.X, Math.Max(size.Y, size.Z)) * 0.5f;
Console.WriteLine(
$"{indent}0x{gid:X8} | {verts.Count,5} | " +
$"{mn.X,8:F2} {mn.Y,8:F2} {mn.Z,8:F2} | " +
$"{mx.X,8:F2} {mx.Y,8:F2} {mx.Z,8:F2} | " +
$"{size.X,8:F2} {size.Y,8:F2} {size.Z,8:F2} | {radius,7:F2}");
}