using System.Numerics;
using Microsoft.Extensions.Logging.Abstractions;
using TheLivingWorld.Core.Ecs;
using TheLivingWorld.Core.Export;
using TheLivingWorld.Core.Geo;
using TheLivingWorld.Core.Systems;
using TheLivingWorld.Core.Worlds;
using TheLivingWorld.Osm.Import;
using TheLivingWorld.Osm.Overpass;
namespace TheLivingWorld.Tests;
///
/// Drives the whole import path - Overpass elements in, chunk payloads out - against hand-built geometry, so
/// the tests do not need a network call to exercise it.
///
public class ImportPipelineTests
{
private const double WorldSizeMeters = 2048;
private static readonly GeoPoint Origin = new(31.8966010, -100.4858591);
[Fact]
public void Imports_a_building_way_as_an_entity_with_a_footprint()
{
using var world = Build(WayWithGeometry(
id: 42,
tags: new() { ["building"] = "house", ["name"] = "Old Post Office" },
metres: Square(100, 100, 20, closed: true)));
var chunk = Assert.Single(Export(world)).Chunk;
var building = Assert.Single(chunk.Buildings);
Assert.Equal(42, building.Id);
Assert.Equal(BuildingKind.House, building.Kind);
Assert.Equal("Old Post Office", building.Name);
// Four corners, flattened to [x, y] pairs, with the repeated closing vertex dropped.
Assert.Equal(8, building.Outline.Length);
}
[Fact]
public void Places_features_in_the_chunk_that_contains_them()
{
using var world = Build(
WayWithGeometry(1, new() { ["building"] = "yes" }, Square(-900, -900, 20, closed: true)),
WayWithGeometry(2, new() { ["building"] = "yes" }, Square(900, 900, 20, closed: true)));
var chunks = Export(world);
Assert.Equal(2, chunks.Count);
Assert.Contains(chunks, c => c.Coord == new ChunkCoord(0, 0));
Assert.Contains(chunks, c => c.Coord == new ChunkCoord(3, 3));
}
[Fact]
public void Imports_a_highway_as_a_road_with_a_width()
{
// Kept inside a single chunk so this test is about the attributes, not the splitting.
using var world = Build(WayWithGeometry(
id: 7,
tags: new() { ["highway"] = "residential", ["name"] = "Main Street" },
metres: [new Vector2(100, 0), new Vector2(300, 0)]));
var road = Assert.Single(Export(world)[0].Chunk.Roads);
Assert.Equal(RoadClass.Residential, road.Class);
Assert.Equal("Main Street", road.Name);
Assert.Equal(6.5f, road.Width);
}
[Fact]
public void Clips_geometry_that_reaches_beyond_the_world_square()
{
// A highway running far past the eastern edge of the generated square.
using var world = Build(WayWithGeometry(
id: 8,
tags: new() { ["highway"] = "primary" },
metres: [new Vector2(0, 0), new Vector2(50_000, 0)]));
var maxX = Export(world)
.SelectMany(chunk => chunk.Chunk.Roads)
.SelectMany(road => road.Path.Where((_, index) => index % 2 == 0))
.Max();
Assert.True(maxX <= WorldSizeMeters / 2 + 0.5, $"Road reached {maxX} m, past the world edge.");
}
[Fact]
public void Splits_a_long_road_into_one_piece_per_chunk_it_crosses()
{
// Spans the full width of the world at y = 0, which crosses all four chunk columns of row 2.
using var world = Build(WayWithGeometry(
id: 12,
tags: new() { ["highway"] = "primary" },
metres: [new Vector2(-900, 0), new Vector2(900, 0)]));
var chunks = Export(world);
Assert.Equal(4, chunks.Count);
Assert.All(chunks, chunk => Assert.Equal(2, chunk.Coord.Y));
Assert.Equal([0, 1, 2, 3], chunks.Select(chunk => chunk.Coord.X));
// Every piece now sits inside its own chunk, so the chunk's bounds no longer stretch across the map.
foreach (var chunk in chunks)
{
var square = world.Grid.BoundsOf(chunk.Coord);
Assert.True(chunk.Index.Bounds[0] >= square.MinX - 2f);
Assert.True(chunk.Index.Bounds[2] <= square.MaxX + 2f);
}
}
[Fact]
public void Keeps_a_short_road_whole()
{
using var world = Build(WayWithGeometry(
id: 13,
tags: new() { ["highway"] = "service" },
metres: [new Vector2(10, 10), new Vector2(60, 40)]));
Assert.Single(Export(world));
Assert.Single(Export(world)[0].Chunk.Roads);
}
[Fact]
public void Assembles_a_multipolygon_relation_and_keeps_its_holes()
{
// A forest with a clearing cut out of it, split into two member ways as OSM usually stores them.
var outerWest = Metres([new(-300, -300), new(-300, 300), new(300, 300)]);
var outerEast = Metres([new(300, 300), new(300, -300), new(-300, -300)]);
var clearing = Metres([new(-50, -50), new(50, -50), new(50, 50), new(-50, 50), new(-50, -50)]);
var relation = new OverpassElement
{
Type = "relation",
Id = 99,
Tags = new Dictionary { ["type"] = "multipolygon", ["landuse"] = "forest" },
Members =
[
new OverpassMember { Type = "way", Ref = 1, Role = "outer", Geometry = outerWest },
new OverpassMember { Type = "way", Ref = 2, Role = "outer", Geometry = outerEast },
new OverpassMember { Type = "way", Ref = 3, Role = "inner", Geometry = clearing },
],
};
using var world = Build(relation);
var area = Assert.Single(Export(world)[0].Chunk.Areas);
Assert.Equal(AreaKind.Forest, area.Kind);
Assert.Equal(4, area.Outline.Length / 2);
Assert.NotNull(area.Holes);
Assert.Single(area.Holes);
}
[Fact]
public void Splits_water_into_bodies_and_watercourses()
{
using var world = Build(
WayWithGeometry(10, new() { ["natural"] = "water", ["water"] = "pond" }, Square(0, 0, 60, closed: true)),
WayWithGeometry(11, new() { ["waterway"] = "stream" }, [new Vector2(-400, -400), new Vector2(-300, -350)]));
var water = Export(world).SelectMany(chunk => chunk.Chunk.Water).ToList();
var pond = Assert.Single(water, feature => feature.Kind == WaterKind.Pond);
Assert.NotNull(pond.Outline);
Assert.Null(pond.Path);
var stream = Assert.Single(water, feature => feature.Kind == WaterKind.Stream);
Assert.NotNull(stream.Path);
Assert.Null(stream.Outline);
Assert.Equal(3f, stream.Width);
}
[Fact]
public void Counts_what_it_imported()
{
var stats = BuildWithStats(
WayWithGeometry(1, new() { ["building"] = "yes" }, Square(0, 0, 20, closed: true)),
WayWithGeometry(2, new() { ["highway"] = "service" }, [new Vector2(0, 0), new Vector2(50, 0)]),
WayWithGeometry(3, new() { ["landuse"] = "meadow" }, Square(200, 200, 100, closed: true)));
Assert.Equal(1, stats.Buildings);
Assert.Equal(1, stats.Roads);
Assert.Equal(1, stats.Areas);
Assert.Equal(3, stats.Total);
}
[Fact]
public void Chunk_bounds_stretch_to_cover_areas_that_overhang()
{
// Areas are still bucketed whole by the centre of their extent, so a large one overhangs its chunk.
using var world = Build(WayWithGeometry(
id: 14,
tags: new() { ["landuse"] = "forest" },
metres: Square(0, 0, 1500, closed: true)));
var exported = Assert.Single(Export(world));
var square = world.Grid.BoundsOf(exported.Coord);
Assert.True(exported.Index.Bounds[0] < square.MinX);
Assert.True(exported.Index.Bounds[2] > square.MaxX);
}
[Fact]
public void Skips_elements_it_does_not_understand()
{
var stats = BuildWithStats(
WayWithGeometry(1, new() { ["barrier"] = "fence" }, [new Vector2(0, 0), new Vector2(10, 0)]),
WayWithGeometry(2, new() { ["waterway"] = "dam" }, [new Vector2(0, 0), new Vector2(10, 0)]));
Assert.Equal(0, stats.Total);
}
private static GameWorld Build(params OverpassElement[] elements)
{
var world = NewWorld();
new OsmWorldBuilder(NullLogger.Instance).Populate(world, elements);
WorldPipeline.CreateDefault().Run(world);
return world;
}
private static WorldStats BuildWithStats(params OverpassElement[] elements)
{
using var world = NewWorld();
return new OsmWorldBuilder(NullLogger.Instance).Populate(world, elements);
}
private static IReadOnlyList Export(GameWorld world) => new ChunkExporter().Export(world);
private static GameWorld NewWorld() => new(new WorldMetadata
{
Id = "test",
Name = "Test",
Origin = Origin,
SizeMeters = WorldSizeMeters,
Bounds = GeoBounds.FromCenter(Origin, WorldSizeMeters),
ChunkSizeMeters = 512,
ChunkCountX = 4,
ChunkCountY = 4,
GeneratedAt = DateTimeOffset.UnixEpoch,
});
private static OverpassElement WayWithGeometry(long id, Dictionary tags, Vector2[] metres) => new()
{
Type = "way",
Id = id,
Tags = tags,
Geometry = Metres(metres),
};
/// Turns world-metre offsets from the origin back into the lat/lon pairs Overpass would send.
private static List Metres(Vector2[] points)
{
var projection = new LocalProjection(Origin);
return [.. points.Select(point =>
{
var geo = projection.Unproject(point);
return new OverpassNode { Lat = geo.Latitude, Lon = geo.Longitude };
})];
}
private static Vector2[] Square(float centerX, float centerY, float size, bool closed)
{
var half = size / 2;
Vector2[] corners =
[
new(centerX - half, centerY - half),
new(centerX + half, centerY - half),
new(centerX + half, centerY + half),
new(centerX - half, centerY + half),
];
return closed ? [.. corners, corners[0]] : corners;
}
}