Implement playable Mac client and rendering validation
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#include "water_depth.h"
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#include <cassert>
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#include <cstdio>
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#include <limits>
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#include <initializer_list>
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int main() {
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for (double scale : {0.25, 0.5, 1.0, 2.0}) {
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assert(mtgodot::water_depth_alpha(-1, scale) == 0);
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assert(mtgodot::water_depth_alpha(0, scale) == 0);
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assert(std::abs(mtgodot::water_depth_alpha(100 * scale, scale) - 0.25) < 1e-6);
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assert(std::abs(mtgodot::water_depth_alpha(320 * scale, scale) - 0.8) < 1e-6);
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assert(std::abs(mtgodot::water_depth_alpha(1000 * scale, scale) - 0.8) < 1e-6);
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}
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assert(mtgodot::water_depth_alpha(100, 0) == 0);
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assert(mtgodot::water_depth_alpha(std::numeric_limits<double>::quiet_NaN(), 1) == 0);
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std::puts("PASS: water depth reference (raw depth, shoreline, cap, height scale)");
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}
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