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* feat: raw terrain parsing for scene data Replace old dNavigation/dTerrain raw parser with new Raw module in dZoneManager. Parse heightmaps, color maps, and scene maps from .raw files to determine which scene a position belongs to. Build scene adjacency graph from terrain data and scene transitions. Adds NiColor type, SceneColor lookup table, eSceneType enum, terrain mesh generation with OBJ export, and debug slash commands for scene visualization. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * refactor: deduplicate terrain grid lookup logic, remove unnecessary cast Add IsValidForSceneLookup(), GetSceneIDAtGrid(), and GridToWorldPos() to Raw::Chunk. Use them in GenerateTerrainMesh, GetSceneIDFromPosition, SpawnScenePoints, and SpawnAllScenePoints instead of duplicated inline math. Remove unnecessary static_cast in LoadSceneTransitionInfo. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: add version < 32 support to raw terrain parser The parser was only correct for v32 files. For v<32: - colorMapResolution is width-1, not width - Color map reads width*width*4 bytes (BGRA per-pixel), not colorMapRes^2*4 - No DDS lightmap - No texture settings byte or blend DDS - Scene map: v31 reads (colorMapRes+1)^2 cells with border skip, v<31 skips 1 byte - No mesh data Verified against all 309 .raw files across multiple client versions. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: log and reject legacy raw terrain format, clean up ReadRaw API Log a clear message and throw if the zone uses a legacy raw format (LUZ version < 30) since no known maps use it. Remove ReadLegacyRaw and the mapVersion parameter from ReadRaw. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: revert v33 scene field renames to unknown1/unknown2 These fields are skipped by the client in every known build (ptr += 12 and ptr += 4). No client ever reads them into a struct. Keep the original unknown1/unknown2 names from main. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com> * fix: load the zone without scene lookups when its raw terrain is missing or unreadable Log at debug when it parses; build the terrain mesh only for the OBJ export; read the zone name and description only for version 31 and later, as the client does. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix: look up the scene at a position as the client does, in constant time Chunk bounds span (width - 1) * scale; the nearest scene map cell is used and the far edge is kept one cell inside. Chunks are indexed by grid cell when they form a grid. Skipping reads instead of seeking, so a cut-off file can't seek past the end. Terrain mesh indices follow the vertex order. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * feat: scene point commands take a step and use brick LOTs from the BrickIDTable Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * chore: rename NiColor::ToXYZ to Luminance Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * test: raw terrain reading, scene lookup, scene graph and scene commands Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * test: close the OBJ file before removing it so the test passes on Windows Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix: keep the zone boundary lines and read the luz scene count as the client does Each boundary line's destination is read as a map ID and an instance ID into a LWOZONEID. The scene count is a byte before version 37 and a u32 from it. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix: name the fourth flair colour byte padding The client never sets or reads it, so it holds leftover memory. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * fix: keep the scene map of version 31 and older raws These files have a (resolution + 1)^2 scene map, kept in sceneMapLegacy. Version 31 uses its first resolution rows and columns; older versions are all scene 0, as in the client. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * refactor: simplify the raw heightmap size check The dimensions are capped at kMaxResolution, so the product can't overflow. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> * chore: remove the scene point spawn commands and send /getadjacentscenes as one message The spawn commands were only for testing. /getscene and /getadjacentscenes stay. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> --------- Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
244 lines
9.0 KiB
C++
244 lines
9.0 KiB
C++
#include "GameDependencies.h"
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#include <algorithm>
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#include <filesystem>
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#include <fstream>
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#include "AssetManager.h"
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#include "CDZoneTableTable.h"
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#include "DEVGMCommands.h"
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#include "Entity.h"
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#include "TerrainTestWriter.h"
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#include "Zone.h"
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#include "dZoneManager.h"
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using namespace TerrainTestWriter;
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// The zone table's storage (CDZoneTableTable.cpp), to add the test zone
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namespace CDZoneTableTable {
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extern Table entries;
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}
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// Loads a written test zone (a .luz and its .raw) through the zone manager
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class ZoneSceneTest : public GameDependenciesTest {
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protected:
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static constexpr LWOMAPID TEST_MAP = 9990;
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std::filesystem::path root;
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void SetUp() override {
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SetUpDependencies();
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root = std::filesystem::temp_directory_path() / (std::string("dlu_zone_scene_test_") + ::testing::UnitTest::GetInstance()->current_test_info()->name());
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std::filesystem::create_directories(root / "res" / "maps" / "testzone");
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std::ofstream(root / "res" / "CDServer.sqlite").close(); // marks an unpacked client
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Game::assetManager = new AssetManager(root);
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CDZoneTable zone{};
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zone.zoneID = TEST_MAP;
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zone.zoneName = "testzone/test.luz";
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CDZoneTableTable::entries[TEST_MAP] = zone;
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}
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void TearDown() override {
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CDZoneTableTable::entries.erase(TEST_MAP);
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delete Game::assetManager;
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Game::assetManager = nullptr;
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std::filesystem::remove_all(root);
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TearDownDependencies();
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}
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void WriteFile(const std::string& name, const std::string& data) const {
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std::ofstream file(root / "res" / "maps" / "testzone" / name, std::ios::binary);
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file.write(data.data(), data.size());
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}
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// Scenes 0 (global), 1, 2 and 3 (general) and 5 (audio, layer 1); transitions 1 <-> 2 and 2 <-> 3
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void WriteZone(const std::string& rawName = "test.raw", uint8_t boundaryCount = 2, uint32_t version = 41) const {
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const std::vector<TestScene> scenes = {
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{ "global.lvl", 0, 0, "Global", 10, 20, 30 },
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{ "one.lvl", 1, 0, "Scene One", 255, 0, 0 },
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{ "two.lvl", 2, 0, "Scene Two", 0, 255, 0 },
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{ "three.lvl", 3, 0, "Scene Three", 0, 0, 255 },
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{ "audio.lvl", 5, 1, "Audio", 0, 0, 0 },
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};
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WriteFile("test.luz", WriteLuz(TEST_MAP, scenes, boundaryCount, rawName, {
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{ { 1, 0, NiPoint3(1.0f, 0.0f, 0.0f) }, { 2, 0, NiPoint3(2.0f, 0.0f, 0.0f) } },
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{ { 2, 0, NiPoint3(3.0f, 0.0f, 0.0f) }, { 3, 0, NiPoint3(4.0f, 0.0f, 0.0f) } },
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}, version));
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}
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// One 3x3 point chunk from (0, 0) to (4, 4) whose 2x2 scene map holds scenes 1 2 / 3 1
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static std::string MakeRaw() {
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TestChunk chunk;
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chunk.width = 3;
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chunk.height = 3;
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chunk.scale = 2.0f;
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chunk.colorMapResolution = 2;
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chunk.sceneMap = { 1, 2, 3, 1 };
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return WriteRaw({ chunk });
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}
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Zone* LoadZone() const {
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Game::zoneManager->LoadZone(LWOZONEID(TEST_MAP, 0, 0));
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Zone* zone = Game::zoneManager->GetZoneMut();
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zone->LoadZoneIntoMemory(); // the levels the scenes name aren't written
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Game::zoneManager->BuildSceneGraph();
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return zone;
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}
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static bool Contains(const std::vector<LWOSCENEID>& scenes, LWOSCENEID scene) {
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return std::ranges::find(scenes, scene) != scenes.end();
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}
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};
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TEST_F(ZoneSceneTest, ReadsScenesBoundariesAndTransitions) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetWorldID(), TEST_MAP);
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EXPECT_EQ(zone->GetZoneRawPath(), "test.raw");
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EXPECT_EQ(zone->GetZoneName(), "Test Zone"); // read after the boundary lines
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EXPECT_EQ(zone->GetZonePath(), "maps/testzone/");
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const auto& boundaries = zone->GetBoundaries();
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ASSERT_EQ(boundaries.size(), 2);
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EXPECT_FLOAT_EQ(boundaries[1].normal.z, 1.0f);
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EXPECT_FLOAT_EQ(boundaries[1].point.x, 10.0f);
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EXPECT_FLOAT_EQ(boundaries[1].point.z, 1.0f);
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EXPECT_EQ(boundaries[1].destinationZone.GetMapID(), 1100);
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EXPECT_EQ(boundaries[1].destinationZone.GetInstanceID(), 2);
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EXPECT_EQ(boundaries[1].destinationZone.GetCloneID(), 0);
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EXPECT_EQ(boundaries[1].destinationSceneID, 2);
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EXPECT_FLOAT_EQ(boundaries[1].spawnLocation.y, 6.0f);
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ASSERT_EQ(zone->GetScenes().size(), 5);
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const SceneRef* one = zone->GetScene(LWOSCENEID(1, 0));
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ASSERT_NE(one, nullptr);
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EXPECT_EQ(one->name, "Scene One");
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EXPECT_EQ(one->sceneType, eSceneType::General);
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EXPECT_FLOAT_EQ(one->color.m_Red, 1.0f);
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const SceneRef* global = zone->GetScene(LWOSCENEID(0, 0));
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ASSERT_NE(global, nullptr);
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// stored in the file as red, blue, green
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EXPECT_FLOAT_EQ(global->color.m_Red, 10 / 255.0f);
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EXPECT_FLOAT_EQ(global->color.m_Green, 20 / 255.0f);
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EXPECT_FLOAT_EQ(global->color.m_Blue, 30 / 255.0f);
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const SceneRef* audio = zone->GetScene(LWOSCENEID(5, 1));
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ASSERT_NE(audio, nullptr);
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EXPECT_EQ(audio->sceneType, eSceneType::Audio);
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EXPECT_EQ(zone->GetScene(LWOSCENEID(4, 0)), nullptr);
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const auto& transitions = zone->GetSceneTransitions();
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ASSERT_EQ(transitions.size(), 2);
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ASSERT_EQ(transitions[1].points.size(), 2);
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EXPECT_EQ(transitions[1].points[0].sceneID, LWOSCENEID(2, 0));
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EXPECT_EQ(transitions[1].points[1].sceneID, LWOSCENEID(3, 0));
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EXPECT_FLOAT_EQ(transitions[1].points[1].position.x, 4.0f);
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}
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TEST_F(ZoneSceneTest, ZoneWithoutBoundaryLines) {
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WriteZone("test.raw", 0);
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WriteFile("test.raw", MakeRaw());
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetZoneName(), "Test Zone");
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EXPECT_TRUE(zone->GetBoundaries().empty());
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EXPECT_EQ(zone->GetSceneTransitions().size(), 2);
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}
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// Version 37 has a u32 scene count (a byte before it) and no spawn point; 36 and 37 have named five point transitions
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TEST_F(ZoneSceneTest, ReadsOlderZoneVersions) {
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for (const uint32_t version : { 36u, 37u, 38u, 39u, 40u }) {
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WriteZone("test.raw", 2, version);
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WriteFile("test.raw", MakeRaw());
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetScenes().size(), 5) << version;
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EXPECT_EQ(zone->GetBoundaries().size(), 2) << version;
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EXPECT_EQ(zone->GetZoneRawPath(), "test.raw") << version;
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EXPECT_EQ(zone->GetZoneName(), "Test Zone") << version;
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ASSERT_EQ(zone->GetSceneTransitions().size(), 2) << version;
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const auto& transition = zone->GetSceneTransitions()[1];
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EXPECT_EQ(transition.points.size(), version < 39 ? 5 : 2) << version;
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EXPECT_EQ(transition.points[1].sceneID, LWOSCENEID(3, 0)) << version;
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if (version < 40) {
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EXPECT_EQ(transition.name, "transition") << version;
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EXPECT_FLOAT_EQ(transition.width, 2.5f) << version;
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}
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EXPECT_FALSE(zone->GetZoneRaw().chunks.empty()) << version;
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}
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}
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TEST_F(ZoneSceneTest, SceneAtPosition) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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LoadZone();
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, 100.0f, 0.5f)), LWOSCENEID(1, 0));
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, -50.0f, 3.5f)), LWOSCENEID(2, 0));
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(3.5f, 0.0f, 0.5f)), LWOSCENEID(3, 0));
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(50.0f, 0.0f, 50.0f)), LWOSCENEID(1, 0));
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}
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TEST_F(ZoneSceneTest, SceneGraphFromTransitions) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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LoadZone();
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const auto& graph = Game::zoneManager->GetSceneAdjacencyList();
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EXPECT_EQ(graph.size(), 4); // the audio scene is left out
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EXPECT_FALSE(graph.contains(LWOSCENEID(5, 1)));
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const auto one = Game::zoneManager->GetAdjacentScenes(LWOSCENEID(1, 0));
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EXPECT_EQ(one.size(), 2);
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EXPECT_TRUE(Contains(one, LWOSCENEID(2, 0)));
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EXPECT_TRUE(Contains(one, LWOSCENEID(0, 0)));
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const auto two = Game::zoneManager->GetAdjacentScenes(LWOSCENEID(2, 0));
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EXPECT_EQ(two.size(), 3);
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EXPECT_TRUE(Contains(two, LWOSCENEID(1, 0)));
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EXPECT_TRUE(Contains(two, LWOSCENEID(3, 0)));
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// the global scene is next to every other scene
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const auto global = Game::zoneManager->GetAdjacentScenes(LWOSCENEID(0, 0));
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EXPECT_EQ(global.size(), 3);
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EXPECT_FALSE(Contains(global, LWOSCENEID(0, 0)));
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EXPECT_TRUE(Game::zoneManager->GetAdjacentScenes(LWOSCENEID(9, 0)).empty());
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// building again doesn't add anything twice
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Game::zoneManager->BuildSceneGraph();
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EXPECT_EQ(Game::zoneManager->GetAdjacentScenes(LWOSCENEID(2, 0)).size(), 3);
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}
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TEST_F(ZoneSceneTest, MissingRawStillLoadsTheZone) {
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WriteZone("missing.raw");
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetZoneName(), "Test Zone");
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EXPECT_EQ(zone->GetSceneTransitions().size(), 2);
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EXPECT_TRUE(zone->GetZoneRaw().chunks.empty());
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, 0.0f, 0.5f)), LWOSCENEID_INVALID);
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}
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TEST_F(ZoneSceneTest, UnreadableRawStillLoadsTheZone) {
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WriteZone();
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const auto raw = MakeRaw();
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WriteFile("test.raw", raw.substr(0, raw.size() / 2));
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const Zone* zone = LoadZone();
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EXPECT_EQ(zone->GetZoneName(), "Test Zone");
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EXPECT_TRUE(zone->GetZoneRaw().chunks.empty());
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EXPECT_EQ(Game::zoneManager->GetSceneIDFromPosition(NiPoint3(0.5f, 0.0f, 0.5f)), LWOSCENEID_INVALID);
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}
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TEST_F(ZoneSceneTest, SceneCommandsReport) {
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WriteZone();
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WriteFile("test.raw", MakeRaw());
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LoadZone();
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EntityInfo playerInfo = info;
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playerInfo.pos = NiPoint3(0.5f, 0.0f, 0.5f); // scene 1
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auto player = std::make_unique<Entity>(1, playerInfo);
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// the scene commands only report; they must not fail
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DEVGMCommands::GetScene(player.get(), UNASSIGNED_SYSTEM_ADDRESS, "");
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DEVGMCommands::GetAdjacentScenes(player.get(), UNASSIGNED_SYSTEM_ADDRESS, "");
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}
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