fix(terrain): preserve opaque shade lookup keys
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@@ -212,18 +212,15 @@ pub struct TerrainMaterialPair {
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}
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impl TerrainMaterialPair {
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/// Returns the material-manager selection used by `GetShade`.
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/// Returns the opaque lookup key supplied to `GetShade`.
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///
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/// `GetShade` owns a manager loaded only with `Shade.wea`, so its
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/// 16-bit lookup occupies row bits of that manager's table zero. It is
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/// deliberately separate from the `Land1.wea`/`Land2.wea` selections
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/// carried by [`TerrainMaterialLayers`].
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/// This is deliberately separate from the `Land1.wea`/`Land2.wea`
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/// selectors carried by [`TerrainMaterialLayers`]. Although `GetShade`
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/// owns a manager loaded from `Shade.wea`, this key is not a WEAR row:
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/// observed map values exceed that table's row count.
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#[must_use]
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pub const fn shade_selection(self) -> TerrainMaterialSelection {
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TerrainMaterialSelection {
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table_index: 0,
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material_index: self.material_lookup,
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}
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pub const fn shade_lookup_key(self) -> u16 {
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self.material_lookup
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}
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}
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@@ -1586,11 +1583,8 @@ mod tests {
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])
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);
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assert_eq!(
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document.slot_material_pairs(0).expect("material pairs")[0].shade_selection(),
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TerrainMaterialSelection {
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table_index: 0,
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material_index: 0x0102,
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}
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document.slot_material_pairs(0).expect("material pairs")[0].shade_lookup_key(),
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0x0102
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);
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assert_eq!(document.slot_material_pairs(1), None);
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