acdream/tests
Erik e6cfcb612b feat(core): terrain palette + cell split math (Phase 3c.1)
First of four steps porting WorldBuilder's texture-merge terrain
blending. This commit is pure CPU math with no GL or dat dependencies
so the ported logic can be verified in isolation before it starts
driving real rendering.

Ported:
  - GetPalCode(r1..r4, t1..t4): packs corner terrain/road bits into
    a 32-bit palette code (bit layout documented in XML comment)
  - CalculateSplitDirection: deterministic hash picking SWtoNE vs
    SEtoNW triangulation for a cell; magic constants kept exact to
    match AC's server-side collision triangulation
  - CellSplitDirection enum with values matching WorldBuilder's so
    later bit-packing stays byte-identical

Tests (10 new, 58/58 passing total):
  - GetPalCode golden value for all-grass-no-roads: 0x10008421
    (hand-computed from the bit layout, not derived from a run)
  - GetPalCode all-zero produces only the sizeBits marker
  - GetPalCode determinism, road-flag isolation (r1 flip touches
    only bit 26), size bit always set, terrain region bounded to
    bits 0-19
  - CalculateSplitDirection hand-computed golden for (0,0,0,0):
    (1813693831 - 1369149221) * (1/2^32) ~= 0.1035 < 0.5 -> SWtoNE
  - Determinism
  - Across a full 8x8 landblock the hash produces a mix of both
    split directions (would fail if the hash collapses)

Deferred to Phase 3c.3 (need dat data for TexMerge):
  BuildSurface, FillCellData, PseudoRandomIndex, SurfaceInfo

Reference: WorldBuilder Chorizite.OpenGLSDLBackend/Lib/LandSurfaceManager.cs
           WorldBuilder.Shared/Modules/Landscape/Lib/TerrainUtils.cs

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 13:36:35 +02:00
..
AcDream.Core.Tests feat(core): terrain palette + cell split math (Phase 3c.1) 2026-04-11 13:36:35 +02:00
AcDream.Core.Tests.Fixtures.HelloPlugin feat(core): add PluginLoader with collectible ALC 2026-04-10 09:51:16 +02:00