# Phase N.1 — Scenery via WorldBuilder Helpers Implementation Plan

> **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking.

**Goal:** Replace the in-line algorithm guts of `SceneryGenerator.Generate()` with calls to WorldBuilder's `SceneryHelpers` (Displace / RotateObj / ScaleObj / CheckSlope / ObjAlign) and `TerrainUtils` (OnRoad / GetNormal). Keep our data flow, our `ScenerySpawn` shape, and our renderer integration. Place behind a `ACDREAM_USE_WB_SCENERY=1` feature flag, prove equivalence with helper-level conformance tests, then flip default-on after visual verification at landblock `0xA9B1`.

**Architecture:** Strangler-fig substitution. The 9×9 vertex loop, scene-selection hash, frequency roll, bounds check, building grid, and `BaseLoc.Z` handling stay identical. Only the five algorithm calls (displacement, road test, slope normal, rotation, scale) get replaced. A small adapter `WbSceneryAdapter.BuildTerrainEntries(LandBlock)` produces the `TerrainEntry[]` shape WB's helpers expect.

**Tech Stack:** .NET 10 / C# 13, Silk.NET (transitively), `WorldBuilder.Shared` + `Chorizite.OpenGLSDLBackend` (project references already wired up in Phase N.0), DatReaderWriter for `LandBlock` / `Region` / `ObjectDesc` / `Scene` types, xUnit for tests.

**Spec:** `docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md`
**Parent design:** `docs/superpowers/specs/2026-05-08-phase-n-worldbuilder-migration-design.md`
**Inventory:** `docs/architecture/worldbuilder-inventory.md`

**Prerequisite:** Phase N.0 already shipped (commit `c8782c9`) — `references/WorldBuilder/` is a git submodule pointing at `github.com/eriknihlen/WorldBuilder.git` `acdream` branch; `AcDream.Core.csproj` references `WorldBuilder.Shared` + `Chorizite.OpenGLSDLBackend`.

---

## File Plan

| File | Disposition | Responsibility |
|---|---|---|
| `src/AcDream.Core/World/WbSceneryAdapter.cs` | NEW | `LandBlock` (acdream's dat type) → `TerrainEntry[]` (WB's data shape). Stateless. |
| `src/AcDream.Core/World/SceneryGenerator.cs` | MODIFY | Add `UseWbScenery` feature-flag flag. Add `GenerateViaWb` private alternative path. Wire dispatch in `Generate()`. Keep legacy methods for now — deleted in final task. |
| `tests/AcDream.Core.Tests/World/WbSceneryAdapterTests.cs` | NEW | Verify field bit-packing round-trips (Road, Type, Scenery, Height) and bounds-check behavior. |
| `tests/AcDream.Core.Tests/World/SceneryWbConformanceTests.cs` | NEW | Five small tests proving WB's `Displace`/`OnRoad`/`GetNormal`/`RotateObj`/`ScaleObj` match our existing inline logic for representative inputs. |
| `tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs` | MODIFY | After Task 7 (legacy delete), prune the now-irrelevant `DisplaceObject_*` tests and update class doc. |

**Why split adapter into its own file:** the adapter is a pure stateless utility. Putting it in its own file keeps `SceneryGenerator.cs` focused on the generator algorithm, and makes the adapter trivially reusable in N.2+ (terrain math helpers will need the same `TerrainEntry[]`).

**Why combine conformance tests in one file:** all five tests share the same imports and fixtures, and they all measure the same thing (helper equivalence). Splitting would be over-decomposed.

---

## Task 1: LandBlock → TerrainEntry[] adapter

**Files:**
- Create: `src/AcDream.Core/World/WbSceneryAdapter.cs`
- Test: `tests/AcDream.Core.Tests/World/WbSceneryAdapterTests.cs`

- [ ] **Step 1.1: Write the failing test**

Create `tests/AcDream.Core.Tests/World/WbSceneryAdapterTests.cs`:

```csharp
using AcDream.Core.World;
using DatReaderWriter.DBObjs;

namespace AcDream.Core.Tests.World;

/// <summary>
/// Tests for <see cref="WbSceneryAdapter"/>. The adapter converts our
/// LandBlock dat type (Terrain ushort[81] + Height byte[81]) into
/// WorldBuilder's <see cref="WorldBuilder.Shared.Models.TerrainEntry"/>[81]
/// shape, which WB's TerrainUtils / SceneryRenderManager consume.
///
/// Bit layout in our LandBlock.Terrain[i] (ushort):
///   bits 0-1   : Road        (2 bits, ACViewer convention)
///   bits 2-6   : TerrainType (5 bits) → WB calls this Texture
///   bits 11-15 : SceneType   (5 bits) → WB calls this Scenery
/// Height comes from LandBlock.Height[i] (byte).
/// </summary>
public class WbSceneryAdapterTests
{
    [Fact]
    public void BuildTerrainEntries_PreservesRoadTextureSceneryHeight()
    {
        var block = new LandBlock
        {
            Terrain = new ushort[81],
            Height  = new byte[81],
        };

        // Vertex 0: road=0x3, type=0x00, scenery=0x1F, height=42
        // raw layout: bits 0-1=11, bits 2-6=00000, bits 7-10=0000, bits 11-15=11111
        // = 0xF803
        block.Terrain[0] = 0xF803;
        block.Height[0]  = 42;

        // Vertex 80: road=0x0, type=0x1F, scenery=0x00, height=200
        // raw layout: bits 0-1=00, bits 2-6=11111, bits 11-15=00000
        // = 0x007C
        block.Terrain[80] = 0x007C;
        block.Height[80]  = 200;

        var entries = WbSceneryAdapter.BuildTerrainEntries(block);

        Assert.Equal(81, entries.Length);

        Assert.Equal((byte)42,   entries[0].Height);
        Assert.Equal((byte)0x3,  entries[0].Road);
        Assert.Equal((byte)0x00, entries[0].Texture);
        Assert.Equal((byte)0x1F, entries[0].Scenery);

        Assert.Equal((byte)200,  entries[80].Height);
        Assert.Equal((byte)0x0,  entries[80].Road);
        Assert.Equal((byte)0x1F, entries[80].Texture);
        Assert.Equal((byte)0x00, entries[80].Scenery);
    }

    [Fact]
    public void BuildTerrainEntries_AllZeros_ProducesEmptyEntries()
    {
        var block = new LandBlock
        {
            Terrain = new ushort[81],
            Height  = new byte[81],
        };
        var entries = WbSceneryAdapter.BuildTerrainEntries(block);
        Assert.All(entries, e =>
        {
            Assert.Equal((byte)0, e.Height);
            Assert.Equal((byte)0, e.Road);
            Assert.Equal((byte)0, e.Texture);
            Assert.Equal((byte)0, e.Scenery);
        });
    }

    [Fact]
    public void BuildTerrainEntries_NullBlock_Throws()
    {
        Assert.Throws<ArgumentNullException>(() =>
            WbSceneryAdapter.BuildTerrainEntries(null!));
    }
}
```

- [ ] **Step 1.2: Run the test to verify it fails**

Run: `dotnet test --no-restore tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "WbSceneryAdapterTests" 2>&1 | tail -10`
Expected: BUILD ERROR or FAIL with "type or namespace 'WbSceneryAdapter' could not be found".

- [ ] **Step 1.3: Implement the adapter**

Create `src/AcDream.Core/World/WbSceneryAdapter.cs`:

```csharp
using DatReaderWriter.DBObjs;
using WorldBuilder.Shared.Models;

namespace AcDream.Core.World;

/// <summary>
/// Bridges acdream's dat types into WorldBuilder's data shapes for the
/// Phase N rendering migration. See
/// <c>docs/architecture/worldbuilder-inventory.md</c> for the full strategy.
/// </summary>
internal static class WbSceneryAdapter
{
    private const int VerticesPerSide = 9;
    private const int TerrainSize     = VerticesPerSide * VerticesPerSide; // 81

    /// <summary>
    /// Builds a 9×9 = 81-entry <see cref="TerrainEntry"/> array from a
    /// <see cref="LandBlock"/>'s packed terrain bits + height bytes. WB's
    /// <c>TerrainUtils.OnRoad</c> / <c>GetNormal</c> / <c>GetHeight</c>
    /// consume this shape.
    ///
    /// Bit layout in our <c>LandBlock.Terrain[i]</c> (ushort):
    ///   bits 0-1   : Road        (2 bits) → WB Road
    ///   bits 2-6   : TerrainType (5 bits) → WB Texture
    ///   bits 11-15 : SceneType   (5 bits) → WB Scenery
    /// Height comes from <c>LandBlock.Height[i]</c> (byte).
    /// </summary>
    public static TerrainEntry[] BuildTerrainEntries(LandBlock block)
    {
        ArgumentNullException.ThrowIfNull(block);
        if (block.Terrain.Length != TerrainSize)
            throw new ArgumentException(
                $"LandBlock.Terrain must be {TerrainSize} entries (9×9), got {block.Terrain.Length}",
                nameof(block));
        if (block.Height.Length != TerrainSize)
            throw new ArgumentException(
                $"LandBlock.Height must be {TerrainSize} entries (9×9), got {block.Height.Length}",
                nameof(block));

        var entries = new TerrainEntry[TerrainSize];
        for (int i = 0; i < TerrainSize; i++)
        {
            ushort raw = block.Terrain[i];
            byte road    = (byte)(raw & 0x3);
            byte texture = (byte)((raw >> 2) & 0x1F);
            byte scenery = (byte)((raw >> 11) & 0x1F);
            byte height  = block.Height[i];
            entries[i] = new TerrainEntry(height, texture, scenery, road, encounters: null);
        }
        return entries;
    }
}
```

- [ ] **Step 1.4: Run the test to verify it passes**

Run: `dotnet test --no-restore tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "WbSceneryAdapterTests" 2>&1 | tail -5`
Expected: `Passed!  - Failed:     0, Passed:     3` (or similar — three tests).

- [ ] **Step 1.5: Commit**

```bash
git add src/AcDream.Core/World/WbSceneryAdapter.cs tests/AcDream.Core.Tests/World/WbSceneryAdapterTests.cs
git commit -m "$(cat <<'EOF'
phase(N.1): add LandBlock → TerrainEntry[] adapter

Phase N.1 step 1: WbSceneryAdapter.BuildTerrainEntries converts our
LandBlock dat type into the TerrainEntry[81] shape WorldBuilder's
TerrainUtils / SceneryRenderManager consume.

Bit-pack mapping (ours → WB):
  Terrain bits 0-1   (Road)        → TerrainEntry.Road
  Terrain bits 2-6   (TerrainType) → TerrainEntry.Texture
  Terrain bits 11-15 (SceneType)   → TerrainEntry.Scenery
  Height byte                      → TerrainEntry.Height

Spec: docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EOF
)"
```

---

## Task 2: Feature flag scaffold

**Files:**
- Modify: `src/AcDream.Core/World/SceneryGenerator.cs`

This task only adds the flag-read field. It changes no behavior and there is nothing to assert beyond "it compiles." The flag is consumed in Task 5.

- [ ] **Step 2.1: Add the feature flag field**

Open `src/AcDream.Core/World/SceneryGenerator.cs`. Find the line:

```csharp
    // AC landblock geometry — matches LandblockMesh.
    private const int VerticesPerSide = 9;
    private const float CellSize = 24.0f;
    private const float LandblockSize = 192.0f;  // 8 cells * 24 units
```

Immediately AFTER the `LandblockSize` constant, ADD:

```csharp

    /// <summary>
    /// Phase N.1 feature flag — when set to "1", scenery placement uses
    /// WorldBuilder's <c>SceneryHelpers</c> + <c>TerrainUtils</c> instead of
    /// our hand-ported algorithms. Default off until visual verification at
    /// landblock 0xA9B1 confirms behavior. See
    /// <c>docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md</c>.
    /// </summary>
    internal static readonly bool UseWbScenery =
        System.Environment.GetEnvironmentVariable("ACDREAM_USE_WB_SCENERY") == "1";
```

- [ ] **Step 2.2: Verify build still passes**

Run: `dotnet build src/AcDream.Core/AcDream.Core.csproj 2>&1 | tail -5`
Expected: `Build succeeded.` and `0 Error(s)`.

- [ ] **Step 2.3: Verify all existing tests still pass**

Run: `dotnet test --no-build tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "SceneryGenerator|Wb" 2>&1 | tail -3`
Expected: `Passed!` with all scenery-area tests passing.

- [ ] **Step 2.4: Commit**

```bash
git add src/AcDream.Core/World/SceneryGenerator.cs
git commit -m "$(cat <<'EOF'
phase(N.1): add ACDREAM_USE_WB_SCENERY feature flag scaffold

Phase N.1 step 2: read the env var into a static bool. No behavior
change yet — the flag is consumed in step 5 when GenerateViaWb is
wired in.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EOF
)"
```

---

## Task 3: Per-helper conformance tests

**Files:**
- Create: `tests/AcDream.Core.Tests/World/SceneryWbConformanceTests.cs`

These five tests prove WB's `SceneryHelpers.Displace` / `TerrainUtils.OnRoad` / `TerrainUtils.GetNormal` / `SceneryHelpers.RotateObj` / `SceneryHelpers.ScaleObj` produce the same answers as the hand-ported logic currently inlined in `Generate()`. After this task, we have empirical evidence that the substitution is safe.

If a test fails, that is the bug — investigate before proceeding to Task 4.

- [ ] **Step 3.1: Write all five conformance tests**

Create `tests/AcDream.Core.Tests/World/SceneryWbConformanceTests.cs`:

```csharp
using System.Numerics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using WB_TerrainUtils = WorldBuilder.Shared.Modules.Landscape.Lib.TerrainUtils;
using WB_SceneryHelpers = Chorizite.OpenGLSDLBackend.Lib.SceneryHelpers;

namespace AcDream.Core.Tests.World;

/// <summary>
/// Phase N.1 helper-level conformance tests. Each test compares an algorithm
/// in our existing <see cref="SceneryGenerator"/> path against WorldBuilder's
/// equivalent for representative inputs. Passing tests are empirical evidence
/// that swapping our inline logic for WB's helpers is behavior-preserving.
///
/// If any of these fails the substitution would silently change rendered
/// scenery; investigate before proceeding to Task 4 (GenerateViaWb).
///
/// Inputs are chosen to exercise:
///   - A non-edge vertex (gx=100, gy=100, j=0) — typical case
///   - The edge vertex at y=8 specifically (Issue #49 territory)
/// </summary>
public class SceneryWbConformanceTests
{
    private static ObjectDesc MakeObj(
        float displaceX = 12f,
        float displaceY = 12f,
        float minScale = 1f,
        float maxScale = 1f,
        float maxRotation = 0f,
        float minSlope = 0f,
        float maxSlope = 1f,
        int   align = 0)
    {
        return new ObjectDesc
        {
            ObjectId    = 0x02000258u,
            DisplaceX   = displaceX,
            DisplaceY   = displaceY,
            MinScale    = minScale,
            MaxScale    = maxScale,
            MaxRotation = maxRotation,
            MinSlope    = minSlope,
            MaxSlope    = maxSlope,
            Align       = (uint)align,
            BaseLoc     = new Frame { Origin = new Vector3(0, 0, 0) },
        };
    }

    /// <summary>
    /// Our DisplaceObject ↔ WB's SceneryHelpers.Displace must produce the
    /// same Vector3 for the same (obj, ix, iy, iq).
    /// </summary>
    [Theory]
    [InlineData(100u, 100u, 0u)] // typical
    [InlineData( 50u,  50u, 1u)] // typical, j=1
    [InlineData(  4u,   8u, 0u)] // edge vertex y=8
    [InlineData(  8u,   4u, 0u)] // edge vertex x=8
    public void Displace_OursMatchesWb(uint ix, uint iy, uint iq)
    {
        var obj = MakeObj();
        var ours = SceneryGenerator.DisplaceObject(obj, ix, iy, iq);
        var wb   = WB_SceneryHelpers.Displace(obj, ix, iy, iq);

        Assert.Equal(ours.X, wb.X, precision: 4);
        Assert.Equal(ours.Y, wb.Y, precision: 4);
        Assert.Equal(ours.Z, wb.Z, precision: 4);
    }

    /// <summary>
    /// Our IsOnRoad ↔ WB's TerrainUtils.OnRoad must produce the same bool
    /// for the same (lx, ly) when the underlying terrain bits match.
    /// </summary>
    [Theory]
    [InlineData( 12.0f,  12.0f)]  // cell (0,0) center
    [InlineData( 85.08f, 190.97f)] // the 0xA9B1 edge-vertex bug location
    [InlineData(  3.0f,   3.0f)]  // near a road if r0 is set
    [InlineData( 23.5f,  12.0f)]  // edge of cell, between cells
    public void OnRoad_OursMatchesWb_DiagonalRoad(float lx, float ly)
    {
        // Build a synthetic LandBlock with road bits at SW (0,0) and NE (1,1)
        // of cell (0,0) — the diagonal pattern we saw at 0xA9B1.
        var block = new LandBlock
        {
            Terrain = new ushort[81],
            Height  = new byte[81],
        };
        // road bit at vertex (0,0) — index 0*9+0 = 0
        block.Terrain[0]   = 0x0003; // road=3
        // road bit at vertex (1,1) — index 1*9+1 = 10
        block.Terrain[10]  = 0x0003;

        bool ours = SceneryGenerator.IsOnRoad(block, lx, ly);

        var entries = WbSceneryAdapter.BuildTerrainEntries(block);
        bool wb = WB_TerrainUtils.OnRoad(new Vector3(lx, ly, 0), entries);

        Assert.Equal(ours, wb);
    }

    /// <summary>
    /// Our SampleNormalZFromHeightmap ↔ WB's TerrainUtils.GetNormal(...).Z
    /// must produce the same Z for representative slope inputs.
    /// </summary>
    [Theory]
    [InlineData( 12.0f,  12.0f)] // cell center
    [InlineData( 85.08f, 190.97f)] // the 0xA9B1 edge-vertex location
    [InlineData(  3.0f, 188.0f)] // near a y-edge
    public void GetNormalZ_OursMatchesWb_LinearTable(float lx, float ly)
    {
        // Heightmap with non-flat terrain so normals are non-trivial.
        var heights = new byte[81];
        for (int x = 0; x < 9; x++)
            for (int y = 0; y < 9; y++)
                heights[x * 9 + y] = (byte)((x * 17 + y * 13) % 256);

        var heightTable = new float[256];
        for (int i = 0; i < 256; i++) heightTable[i] = i * 1.0f;

        const uint lbX = 0xA9, lbY = 0xB1;

        // Build a Region-shaped object with the LandHeightTable populated.
        // (TerrainUtils.GetNormal calls region.LandDefs.LandHeightTable[height].)
        // LandHeightTable is float[] (size 256) in DatReaderWriter — see
        // src/AcDream.App/Rendering/GameWindow.cs:1306-1308 for the runtime check.
        var region = new DatReaderWriter.DBObjs.Region
        {
            LandDefs = new LandDefs(),
        };
        // If LandDefs default-initializes LandHeightTable to a non-null float[256],
        // copy into it. If it's null, assign directly. The implementer should
        // pick whichever pattern compiles in DatReaderWriter 2.1.7's API:
        //   Option A: region.LandDefs.LandHeightTable = heightTable;
        //   Option B: Array.Copy(heightTable, region.LandDefs.LandHeightTable, 256);
        region.LandDefs.LandHeightTable = heightTable;

        var block = new LandBlock
        {
            Terrain = new ushort[81],
            Height  = heights,
        };
        var entries = WbSceneryAdapter.BuildTerrainEntries(block);

        float ours = AcDream.Core.Physics.TerrainSurface.SampleNormalZFromHeightmap(
            heights, heightTable, lbX, lbY, lx, ly);
        float wb = WB_TerrainUtils.GetNormal(region, entries, lbX, lbY,
            new Vector3(lx, ly, 0)).Z;

        Assert.Equal(ours, wb, precision: 4);
    }

    /// <summary>
    /// Our inline rotation logic ↔ WB's SceneryHelpers.RotateObj must
    /// produce the same Quaternion for non-Align objects with MaxRotation.
    /// </summary>
    [Theory]
    [InlineData( 100u, 100u, 0u, 360f)]
    [InlineData(   4u,   8u, 0u, 360f)]
    [InlineData( 200u, 250u, 1u, 180f)]
    public void RotateObj_OursMatchesWb_NonAlign(uint gx, uint gy, uint j, float maxRot)
    {
        var obj = MakeObj(maxRotation: maxRot);

        // Our inline logic from SceneryGenerator.Generate (~lines 220-231):
        Quaternion ours = obj.BaseLoc.Orientation;
        if (ours.LengthSquared() < 0.0001f) ours = Quaternion.Identity;
        if (obj.MaxRotation > 0f)
        {
            double rotNoise = unchecked((uint)(1813693831u * gy
                - (j + 63127u) * (1360117743u * gy * gx + 1888038839u)
                - 1109124029u * gx)) * 2.3283064e-10;
            float degrees = (float)(rotNoise * obj.MaxRotation);
            float yawDeg = -((450f - degrees) % 360f);
            float yawRad = yawDeg * MathF.PI / 180f;
            var headingQuat = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, yawRad);
            ours = headingQuat * ours;
        }

        // WB's SceneryHelpers.Displace returns the localPos that RotateObj
        // expects for its loc parameter (used only when SetHeading is called
        // with non-zero matrix, but a stub Vector3 works since BaseLoc is identity).
        var localPos = WB_SceneryHelpers.Displace(obj, gx, gy, j);
        Quaternion wb = WB_SceneryHelpers.RotateObj(obj, gx, gy, j, localPos);

        Assert.Equal(ours.X, wb.X, precision: 4);
        Assert.Equal(ours.Y, wb.Y, precision: 4);
        Assert.Equal(ours.Z, wb.Z, precision: 4);
        Assert.Equal(ours.W, wb.W, precision: 4);
    }

    /// <summary>
    /// Our inline scale logic ↔ WB's SceneryHelpers.ScaleObj must produce
    /// the same float for representative inputs.
    /// </summary>
    [Theory]
    [InlineData(100u, 100u, 0u, 0.5f, 1.5f)]
    [InlineData(  4u,   8u, 0u, 1.0f, 1.0f)]
    [InlineData(200u, 250u, 1u, 0.8f, 1.2f)]
    public void ScaleObj_OursMatchesWb(uint gx, uint gy, uint j, float minScale, float maxScale)
    {
        var obj = MakeObj(minScale: minScale, maxScale: maxScale);

        // Our inline logic from SceneryGenerator.Generate (~lines 236-247):
        float ours;
        if (obj.MinScale == obj.MaxScale)
        {
            ours = obj.MaxScale;
        }
        else
        {
            double scaleNoise = unchecked((uint)(1813693831u * gy
                - (j + 32593u) * (1360117743u * gy * gx + 1888038839u)
                - 1109124029u * gx)) * 2.3283064e-10;
            ours = (float)(Math.Pow(obj.MaxScale / obj.MinScale, scaleNoise) * obj.MinScale);
        }
        if (ours <= 0) ours = 1f;

        float wb = WB_SceneryHelpers.ScaleObj(obj, gx, gy, j);
        if (wb <= 0) wb = 1f;

        Assert.Equal(ours, wb, precision: 4);
    }
}
```

- [ ] **Step 3.2: Make our `IsOnRoad` accessible to the test**

`IsOnRoad` is currently `private`. Bump to `internal` so the conformance test can call it. Open `src/AcDream.Core/World/SceneryGenerator.cs` and change:

```csharp
    private static bool IsOnRoad(LandBlock block, float lx, float ly)
```

to:

```csharp
    internal static bool IsOnRoad(LandBlock block, float lx, float ly)
```

- [ ] **Step 3.3: Run the conformance tests**

Run: `dotnet test --no-restore tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "SceneryWbConformance" 2>&1 | tail -10`
Expected: ALL TESTS PASS.

If any test fails, **stop and investigate** — that's the bug WB is hiding from us. Report which assertion failed (e.g., "Displace at gx=4 gy=8 returns different Y") and confer with the user before proceeding.

- [ ] **Step 3.4: Commit**

```bash
git add tests/AcDream.Core.Tests/World/SceneryWbConformanceTests.cs src/AcDream.Core/World/SceneryGenerator.cs
git commit -m "$(cat <<'EOF'
phase(N.1): per-helper conformance tests for WB substitutions

Phase N.1 step 3: prove our inline algorithms (Displace, IsOnRoad,
slope normal Z, RotateObj, ScaleObj) match WorldBuilder's helpers
for representative inputs including the 0xA9B1 edge-vertex case.

Bumps IsOnRoad to internal so the test can call it directly.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EOF
)"
```

---

## Task 4: Implement `GenerateViaWb`

**Files:**
- Modify: `src/AcDream.Core/World/SceneryGenerator.cs`

Add a new private method `GenerateViaWb` that produces `IReadOnlyList<ScenerySpawn>` using only WB helpers for the substituted algorithm calls. The 9×9 loop, scene selection, frequency check, bounds check, building grid, and `BaseLoc.Z` handling stay structurally identical to `Generate`.

- [ ] **Step 4.1: Add the required `using` directives**

Open `src/AcDream.Core/World/SceneryGenerator.cs`. The file currently has:

```csharp
using System.Numerics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;

namespace AcDream.Core.World;
```

Replace with:

```csharp
using System.Numerics;
using Chorizite.OpenGLSDLBackend.Lib;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using WorldBuilder.Shared.Modules.Landscape.Lib;

namespace AcDream.Core.World;
```

- [ ] **Step 4.2: Add `GenerateViaWb` immediately after `Generate`**

Find the closing `}` of `Generate(...)` in `SceneryGenerator.cs` (just before the `IsRoadVertex` method). Immediately AFTER `Generate`'s closing brace, ADD:

```csharp

    /// <summary>
    /// Phase N.1 alternative implementation that delegates the
    /// algorithm calls to WorldBuilder's <c>SceneryHelpers</c> +
    /// <c>TerrainUtils</c>. Structurally identical to <see cref="Generate"/>
    /// but with WB's tested ports doing the work. Selected by
    /// <see cref="UseWbScenery"/>.
    /// </summary>
    private static IReadOnlyList<ScenerySpawn> GenerateViaWb(
        DatCollection dats,
        Region region,
        LandBlock block,
        uint landblockId,
        HashSet<int>? buildingCells)
    {
        var result = new List<ScenerySpawn>();

        if (region.TerrainInfo?.TerrainTypes is null || region.SceneInfo?.SceneTypes is null)
            return result;

        // Build the TerrainEntry[] WB's helpers consume — once per landblock.
        var terrainEntries = WbSceneryAdapter.BuildTerrainEntries(block);

        uint blockX = (landblockId >> 24) * 8;
        uint blockY = ((landblockId >> 16) & 0xFFu) * 8;
        uint lbX    = landblockId >> 24;
        uint lbY    = (landblockId >> 16) & 0xFFu;

        for (int x = 0; x < VerticesPerSide; x++)
        {
            for (int y = 0; y < VerticesPerSide; y++)
            {
                int i = x * VerticesPerSide + y;
                ushort raw = block.Terrain[i];

                uint terrainType = (uint)((raw >> 2) & 0x1F);
                uint sceneType   = (uint)((raw >> 11) & 0x1F);

                if (terrainType >= region.TerrainInfo.TerrainTypes.Count) continue;
                var sceneTypeList = region.TerrainInfo.TerrainTypes[(int)terrainType].SceneTypes;
                if (sceneType >= sceneTypeList.Count) continue;

                uint sceneInfo = sceneTypeList[(int)sceneType];
                if (sceneInfo >= region.SceneInfo.SceneTypes.Count) continue;

                var scenes = region.SceneInfo.SceneTypes[(int)sceneInfo].Scenes;
                if (scenes.Count == 0) continue;

                uint cellX = (uint)x;
                uint cellY = (uint)y;
                uint globalCellX = cellX + blockX;
                uint globalCellY = cellY + blockY;

                // Scene-selection hash: identical to Generate.
                uint cellMat = globalCellY * (712977289u * globalCellX + 1813693831u)
                               - 1109124029u * globalCellX + 2139937281u;
                double offset = cellMat * 2.3283064e-10;
                int sceneIdx = (int)(scenes.Count * offset);
                if (sceneIdx >= scenes.Count || sceneIdx < 0) sceneIdx = 0;

                uint sceneId = (uint)scenes[sceneIdx];
                var scene = dats.Get<Scene>(sceneId);
                if (scene is null) continue;

                // Per-object frequency setup: identical to Generate.
                uint cellXMat = unchecked(0u - 1109124029u * globalCellX);
                uint cellYMat = 1813693831u * globalCellY;
                uint cellMat2 = 1360117743u * globalCellX * globalCellY + 1888038839u;

                for (uint j = 0; j < scene.Objects.Count; j++)
                {
                    var obj = scene.Objects[(int)j];
                    if (obj.WeenieObj != 0) continue;

                    double noise = unchecked((uint)(cellXMat + cellYMat - cellMat2 * (23399u + j))) * 2.3283064e-10;
                    if (noise >= obj.Frequency) continue;

                    // ─── WB substitution: displacement ───────────────────
                    var localPos = SceneryHelpers.Displace(obj, globalCellX, globalCellY, j);

                    float lx = cellX * CellSize + localPos.X;
                    float ly = cellY * CellSize + localPos.Y;

                    if (lx < 0 || ly < 0 || lx >= LandblockSize || ly >= LandblockSize)
                        continue;

                    // ─── WB substitution: road check ──────────────────────
                    if (TerrainUtils.OnRoad(new Vector3(lx, ly, 0), terrainEntries))
                        continue;

                    // Building check: identical to Generate.
                    if (buildingCells is not null)
                    {
                        int dcx = Math.Clamp((int)(lx / CellSize), 0, CellsPerSide - 1);
                        int dcy = Math.Clamp((int)(ly / CellSize), 0, CellsPerSide - 1);
                        if (buildingCells.Contains(dcx * VerticesPerSide + dcy))
                            continue;
                    }

                    // ─── WB substitution: slope check ─────────────────────
                    Vector3 normal = TerrainUtils.GetNormal(
                        region, terrainEntries, lbX, lbY,
                        new Vector3(lx, ly, 0));
                    if (!SceneryHelpers.CheckSlope(obj, normal.Z))
                        continue;

                    float lz = obj.BaseLoc.Origin.Z;

                    // ─── WB substitution: rotation ────────────────────────
                    Quaternion rotation;
                    if (obj.Align != 0)
                        rotation = SceneryHelpers.ObjAlign(obj, normal, lz, localPos);
                    else
                        rotation = SceneryHelpers.RotateObj(obj, globalCellX, globalCellY, j, localPos);

                    // ─── WB substitution: scale ───────────────────────────
                    float scale = SceneryHelpers.ScaleObj(obj, globalCellX, globalCellY, j);
                    if (scale <= 0) scale = 1f;

                    result.Add(new ScenerySpawn(
                        ObjectId:      obj.ObjectId,
                        LocalPosition: new Vector3(lx, ly, lz),
                        Rotation:      rotation,
                        Scale:         scale));
                }
            }
        }

        return result;
    }
```

- [ ] **Step 4.3: Verify build**

Run: `dotnet build src/AcDream.Core/AcDream.Core.csproj 2>&1 | tail -5`
Expected: `Build succeeded.` `0 Error(s)`.

If you get an error like `'SceneryHelpers' is an ambiguous reference`, it's because both Chorizite.OpenGLSDLBackend.Lib and WorldBuilder.Shared expose helpers — fix by qualifying: `Chorizite.OpenGLSDLBackend.Lib.SceneryHelpers.Displace(...)`.

- [ ] **Step 4.4: Verify existing tests still pass**

Run: `dotnet test --no-build tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "SceneryGenerator|WbSceneryAdapter|SceneryWbConformance" 2>&1 | tail -3`
Expected: all scenery-area tests pass (the ones added in Tasks 1 and 3, plus the original SceneryGeneratorTests). No behavior change yet for the live `Generate` path — `GenerateViaWb` is added but not called.

- [ ] **Step 4.5: Commit**

```bash
git add src/AcDream.Core/World/SceneryGenerator.cs
git commit -m "$(cat <<'EOF'
phase(N.1): implement GenerateViaWb alternative path

Phase N.1 step 4: parallel implementation of Generate() that calls
WB's SceneryHelpers (Displace/CheckSlope/RotateObj/ObjAlign/ScaleObj)
and TerrainUtils (OnRoad/GetNormal) instead of the inline ports.

Not yet wired in — Generate() still runs the legacy path. Step 5
adds the dispatch.

Per-helper conformance tests in step 3 prove this implementation is
behavior-equivalent to the legacy path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EOF
)"
```

---

## Task 5: Wire feature-flag dispatch

**Files:**
- Modify: `src/AcDream.Core/World/SceneryGenerator.cs`

- [ ] **Step 5.1: Add the dispatch at the top of `Generate`**

In `src/AcDream.Core/World/SceneryGenerator.cs`, find the body of `Generate`:

```csharp
    public static IReadOnlyList<ScenerySpawn> Generate(
        DatCollection dats,
        Region region,
        LandBlock block,
        uint landblockId,
        HashSet<int>? buildingCells = null,
        float[]? heightTable = null)
    {
        var result = new List<ScenerySpawn>();

        if (region.TerrainInfo?.TerrainTypes is null || region.SceneInfo?.SceneTypes is null)
            return result;
```

Immediately AFTER the opening `{` and BEFORE `var result = new List<ScenerySpawn>();`, ADD:

```csharp
        // Phase N.1: route to the WorldBuilder-backed implementation when
        // ACDREAM_USE_WB_SCENERY=1. See
        // docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md.
        if (UseWbScenery)
            return GenerateViaWb(dats, region, block, landblockId, buildingCells);

```

So the method's opening becomes:

```csharp
    public static IReadOnlyList<ScenerySpawn> Generate(
        DatCollection dats,
        Region region,
        LandBlock block,
        uint landblockId,
        HashSet<int>? buildingCells = null,
        float[]? heightTable = null)
    {
        // Phase N.1: route to the WorldBuilder-backed implementation when
        // ACDREAM_USE_WB_SCENERY=1. See
        // docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md.
        if (UseWbScenery)
            return GenerateViaWb(dats, region, block, landblockId, buildingCells);

        var result = new List<ScenerySpawn>();

        if (region.TerrainInfo?.TerrainTypes is null || region.SceneInfo?.SceneTypes is null)
            return result;
```

Note: `heightTable` is NOT passed to `GenerateViaWb` — the WB path uses `region.LandDefs.LandHeightTable` via `TerrainUtils.GetNormal`. The legacy path keeps the parameter for backward compatibility.

- [ ] **Step 5.2: Verify build**

Run: `dotnet build src/AcDream.Core/AcDream.Core.csproj 2>&1 | tail -5`
Expected: `Build succeeded.`

- [ ] **Step 5.3: Verify all existing tests still pass with flag OFF (default)**

Run: `dotnet test --no-build tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "SceneryGenerator|WbSceneryAdapter|SceneryWbConformance" 2>&1 | tail -3`
Expected: all pass (the legacy path is still default, so behavior is unchanged).

- [ ] **Step 5.4: Commit**

```bash
git add src/AcDream.Core/World/SceneryGenerator.cs
git commit -m "$(cat <<'EOF'
phase(N.1): wire ACDREAM_USE_WB_SCENERY dispatch in Generate()

Phase N.1 step 5: when the flag is set, Generate() delegates to
GenerateViaWb. Default off; flag flips to default-on in step 7
after visual verification.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EOF
)"
```

---

## Task 6: Visual verification — manual checkpoint

This task is interactive. **You must work with the user.** They run the client, look at landblock `0xA9B1`, and confirm two things visually:

1. The road-edge tree we have been chasing all session is **not present** in the WB-backed render.
2. The Issue #49 missing scenery (the trees the 9×9 loop expansion fixed) is **still visible**.

- [ ] **Step 6.1: Make sure build is green**

Run: `dotnet build 2>&1 | tail -3`
Expected: `Build succeeded.`

- [ ] **Step 6.2: Tell the user how to launch with the flag set**

Tell the user (paraphrase): "Set `$env:ACDREAM_USE_WB_SCENERY = '1'` in your launch terminal alongside the other env vars, then launch the client and navigate to Holtburg. Specifically check the road-edge area near coordinates (87, 191) in landblock 0xA9B1 — the tree we have been chasing all session should be gone now. Also confirm Issue #49's previously missing trees are still there."

If `dotnet run` is the standard launch command, the full PowerShell launch is:

```powershell
$env:ACDREAM_DAT_DIR   = "$env:USERPROFILE\Documents\Asheron's Call"
$env:ACDREAM_LIVE      = "1"
$env:ACDREAM_TEST_HOST = "127.0.0.1"
$env:ACDREAM_TEST_PORT = "9000"
$env:ACDREAM_TEST_USER = "testaccount"
$env:ACDREAM_TEST_PASS = "testpassword"
$env:ACDREAM_USE_WB_SCENERY = "1"
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 | Tee-Object -FilePath "launch.log"
```

- [ ] **Step 6.3: Wait for user's verification report**

The user will tell you "yes the offending tree is gone and Issue #49 is still fine" or "still wrong". If still wrong, do NOT proceed — investigate and report back.

- [ ] **Step 6.4: Commit nothing**

This task does not produce a code change. The commit happens in Task 7 once the flag is flipped to default-on.

---

## Task 7: Flip default-on

**Files:**
- Modify: `src/AcDream.Core/World/SceneryGenerator.cs`

After visual verification passes in Task 6, the WB-backed path becomes the default. The env var still exists as an escape hatch (`ACDREAM_USE_WB_SCENERY=0` reverts to legacy) so that if a regression is reported the next day, we can flip back without redeploying.

- [ ] **Step 7.1: Flip the flag default**

In `src/AcDream.Core/World/SceneryGenerator.cs`, find:

```csharp
    internal static readonly bool UseWbScenery =
        System.Environment.GetEnvironmentVariable("ACDREAM_USE_WB_SCENERY") == "1";
```

Replace with:

```csharp
    /// <summary>
    /// Phase N.1: scenery placement uses WorldBuilder's <c>SceneryHelpers</c>
    /// + <c>TerrainUtils</c> by default. Set <c>ACDREAM_USE_WB_SCENERY=0</c>
    /// to restore the legacy in-line algorithms (escape hatch — to be deleted
    /// in a follow-up commit once we have a few sessions of green visuals).
    /// </summary>
    internal static readonly bool UseWbScenery =
        System.Environment.GetEnvironmentVariable("ACDREAM_USE_WB_SCENERY") != "0";
```

- [ ] **Step 7.2: Verify build + tests**

Run: `dotnet build 2>&1 | tail -3 && dotnet test --no-build tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "SceneryGenerator|WbSceneryAdapter|SceneryWbConformance" 2>&1 | tail -3`
Expected: build green, all targeted tests pass.

- [ ] **Step 7.3: Commit**

```bash
git add src/AcDream.Core/World/SceneryGenerator.cs
git commit -m "$(cat <<'EOF'
phase(N.1): WB-backed scenery is now default-on

Phase N.1 step 7: flips ACDREAM_USE_WB_SCENERY to default-on after
visual verification at Holtburg confirmed the road-edge tree at
0xA9B1 is gone and Issue #49 trees are still visible.

ACDREAM_USE_WB_SCENERY=0 still reverts to the legacy path. Follow-up
commit will delete the legacy code entirely.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EOF
)"
```

---

## Task 8: Delete the legacy code path

**Files:**
- Modify: `src/AcDream.Core/World/SceneryGenerator.cs`
- Modify: `tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs`

After at least one session of clean visuals on the default-on flag, remove the legacy code so we don't accumulate dead-code drift.

- [ ] **Step 8.1: Delete the legacy `Generate` body and rename `GenerateViaWb`**

In `src/AcDream.Core/World/SceneryGenerator.cs`:

1. Delete the `UseWbScenery` field entirely.
2. Delete the entire body of `Generate` after its signature.
3. Replace it with a body that just calls `GenerateViaWb`'s logic (or rename `GenerateViaWb` to `Generate`'s body).

The simplest approach: rename `GenerateViaWb` to `GenerateInternal` and have the public `Generate` call it. Then delete the legacy logic. Final shape:

```csharp
public static IReadOnlyList<ScenerySpawn> Generate(
    DatCollection dats,
    Region region,
    LandBlock block,
    uint landblockId,
    HashSet<int>? buildingCells = null,
    float[]? heightTable = null)
{
    // heightTable kept for backward compat; WB path uses
    // region.LandDefs.LandHeightTable internally.
    _ = heightTable;
    return GenerateInternal(dats, region, block, landblockId, buildingCells);
}

private static IReadOnlyList<ScenerySpawn> GenerateInternal(
    DatCollection dats,
    Region region,
    LandBlock block,
    uint landblockId,
    HashSet<int>? buildingCells)
{
    // ... body that was GenerateViaWb ...
}
```

4. Delete the now-unused private helpers: `IsOnRoad`, `DisplaceObject`, `RoadHalfWidth`, `CellsPerSide` (if only used by legacy path — keep if `GenerateInternal`'s building check still references it).

Concretely, keep:
- `VerticesPerSide`, `CellSize`, `LandblockSize`, `CellsPerSide` constants (still used in `GenerateInternal`)
- `IsRoadVertex` (still useful as a tiny public predicate)
- `WbSceneryAdapter` (still used)

Delete:
- `UseWbScenery`
- `IsOnRoad` (and its `RoadHalfWidth` dependency)
- `DisplaceObject` (now dead)

- [ ] **Step 8.2: Update SceneryGeneratorTests.cs to remove now-irrelevant tests**

In `tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs`, the existing
`DisplaceObject_EdgeVertex_CanProduceValidPosition` and
`DisplaceObject_InteriorVertex_AlwaysNearOrigin` tests reference the deleted
`SceneryGenerator.DisplaceObject` helper. Delete them.

Keep:
- All `IsRoadVertex_*` tests (`IsRoadVertex` is preserved).

The class doc comment at the top should be updated to reflect the new state:

```csharp
/// <summary>
/// Tests for SceneryGenerator: the road-vertex predicate (only piece of
/// our own algorithm code remaining post Phase N.1). The displacement /
/// road / slope / rotation / scale algorithms now run through
/// WorldBuilder's helpers — see SceneryWbConformanceTests.cs for the
/// helper-level equivalence proof.
/// </summary>
```

- [ ] **Step 8.3: Update the SceneryWbConformanceTests now that legacy helpers are gone**

`SceneryWbConformanceTests` currently calls `SceneryGenerator.DisplaceObject` and `SceneryGenerator.IsOnRoad`. Once those are deleted, the tests are now testing "WB matches WB" which is meaningless.

Delete `SceneryWbConformanceTests.cs` entirely. The conformance tests served their purpose during the migration — they proved the substitution was safe. Now that we're committed to the WB path, they're vestigial.

Run: `rm tests/AcDream.Core.Tests/World/SceneryWbConformanceTests.cs`

- [ ] **Step 8.4: Verify build + tests**

Run: `dotnet build 2>&1 | tail -3 && dotnet test --no-build tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj --filter "SceneryGenerator|WbSceneryAdapter" 2>&1 | tail -3`
Expected: build green, tests pass (just the IsRoadVertex tests + WbSceneryAdapter tests).

- [ ] **Step 8.5: Commit**

```bash
git add src/AcDream.Core/World/SceneryGenerator.cs tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs tests/AcDream.Core.Tests/World/SceneryWbConformanceTests.cs
git commit -m "$(cat <<'EOF'
phase(N.1): delete legacy scenery code path; WB is the only path

Phase N.1 step 8 (final): now that ACDREAM_USE_WB_SCENERY has been
default-on for a session with no regressions, remove the legacy
in-line algorithms so we don't accumulate dead-code drift.

Deleted:
- SceneryGenerator.UseWbScenery (feature flag)
- SceneryGenerator.IsOnRoad / DisplaceObject / RoadHalfWidth (legacy ports)
- SceneryGeneratorTests.DisplaceObject_* (test the deleted method)
- SceneryWbConformanceTests.cs (purpose served — proved equivalence pre-migration)

Renamed:
- GenerateViaWb → GenerateInternal (the only path now)

Kept:
- IsRoadVertex (small predicate, still used by tests + may be useful elsewhere)
- WbSceneryAdapter (consumed by GenerateInternal; reusable in N.2)

Phase N.1 complete. Issues #48, #49 are addressed via WB's tested
algorithms. Roadmap entry under Phase N can be marked shipped.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EOF
)"
```

- [ ] **Step 8.6: Mark Phase N.1 shipped in the roadmap**

In `docs/plans/2026-04-11-roadmap.md`, find the Phase N section (search for `### Phase N — WorldBuilder Rendering Migration`). Inside the sub-phases table find the row for **N.1**, currently:

```
- **N.1 — Scenery algorithm calls.** Replace `IsOnRoad` /
  `DisplaceObject` / slope-normal calc / rotation / scale inside
  `SceneryGenerator.Generate()` with calls to WB's `SceneryHelpers` +
  `TerrainUtils`. Tiny adapter `LandBlock → TerrainEntry[]`. Keeps our
  data flow + `ScenerySpawn` shape. Feature flag
  `ACDREAM_USE_WB_SCENERY=1`. ~1-2 days.
```

Add a status marker at the start of the line:

```
- **✓ SHIPPED — N.1 — Scenery algorithm calls.** Shipped 2026-05-08.
  Replaced `IsOnRoad` / `DisplaceObject` / slope-normal calc / rotation /
  scale inside `SceneryGenerator.Generate()` with calls to WB's
  `SceneryHelpers` + `TerrainUtils`. Adapter `WbSceneryAdapter` produces
  `TerrainEntry[]`. Visual verification at Holtburg confirmed the
  road-edge tree at 0xA9B1 is gone and Issue #49 trees are still visible.
```

Also: add a row to the top of the file's "Phases already shipped" table, in commit-shipped order:

```
| N.1 | WorldBuilder-backed scenery (Chorizite/WorldBuilder fork as submodule, SceneryHelpers + TerrainUtils replace our inline ports) | Live ✓ |
```

Then commit:

```bash
git add docs/plans/2026-04-11-roadmap.md
git commit -m "$(cat <<'EOF'
docs(roadmap): mark Phase N.1 (scenery via WB helpers) shipped

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
EOF
)"
```

---

## Done definition

After all 8 tasks land cleanly:

- [x] `dotnet build` and `dotnet test` (excluding the 8 pre-existing `DispatcherToMovementIntegrationTests` failures unrelated to this work) green.
- [x] Visual verification at Holtburg confirms:
  - The road-edge tree near `0xA9B1` is **gone**.
  - Issue #49's missing scenery is **still visible**.
  - No new visual regressions in surrounding landblocks during a brief flight.
- [x] Phase N.1 marked shipped in `docs/plans/2026-04-11-roadmap.md`.
- [x] `SceneryGenerator.Generate` calls only WB helpers for displacement / road / slope / rotation / scale.
- [x] Issue #49 stays closed; no new related issues filed.
