acdream/tests/AcDream.Core.Tests/Selection
Erik 4e308d567a test(picker): Cluster A #86 — screen-rect cell-occlusion tests
Phase B's WorldPicker change added cellOccluder to both Pick overloads,
but the integration test suite only covered the legacy ray-sphere
overload. The production code path (GameWindow.PickAndStoreSelection)
uses the screen-rect overload, and its clip.W depth-conversion math
had no direct test. Adds two integration tests mirroring the existing
ray-sphere variants:

- Pick_ScreenRect_EntityBehindWall_OccludedByCellBsp — entity dead-
  ahead, wall between, with cellOccluder → null.
- Pick_ScreenRect_NoWall_HitsEntity — same scene, null occluder → hit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 14:56:51 +02:00
..
CellBspRayOccluderTests.cs fix(picker): Cluster A #86 — cell-BSP ray occlusion in WorldPicker 2026-05-19 14:41:56 +02:00
ScreenProjectionTests.cs feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker 2026-05-16 13:56:08 +02:00
WorldPickerCellOcclusionTests.cs test(picker): Cluster A #86 — screen-rect cell-occlusion tests 2026-05-19 14:56:51 +02:00
WorldPickerRectOverloadTests.cs feat(retail): Commit B — retail-faithful AP cadence + screen-rect picker 2026-05-16 13:56:08 +02:00
WorldPickerTests.cs fix(B.4b): WorldPicker.Pick — handle inside-sphere origin + document normalize contract 2026-05-13 17:52:45 +02:00