# Indoor walk-miss probe — capture findings (ISSUES #83)

**Date:** 2026-05-21
**Session:** lucid-goldberg-1ba520
**Spec:** [`docs/superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md`](../superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md)
**Plan:** [`docs/superpowers/plans/2026-05-21-indoor-walk-miss-probe.md`](../superpowers/plans/2026-05-21-indoor-walk-miss-probe.md)
**Capture log:** `launch-walk-miss.utf8.log` (9,401 lines, this branch — uncommitted)

## TL;DR

**H3 is the dominant defect.** The indoor walkable-plane synthesis
(`BSPQuery.FindWalkableSphere` → `FindWalkableInternal` →
`walkable_hits_sphere` + `adjust_sphere_to_plane`) **rejects floor
polygons it should accept** ~98 % of the time the player is standing on
a horizontal indoor floor. The HIT zone is razor-thin: misses cluster
at `dz=0.48 m` (cell-local foot-above-floor) while the only 7 HITs in
the entire capture all sat at `dz=0.46 m` — a **2 cm boundary** between
working and broken.

H1 (multi-cell iteration missing) is real but secondary: 59 events
(3 %) at doorway-threshold cells where the player stepped past a small
indoor floor poly and the LandCell terrain would have grounded them.

H2 (probe distance 0.5 m too short) is **not** the issue. The bulk of
H3 misses sit well within the probe envelope.

## Numbers

| Metric | Count |
|---|---:|
| Total `[walk-miss]` events | 1,814 |
| `[indoor-walkable] result=HIT` (synthesis succeeded) | 7 |
| `[indoor-walkable] result=MISS` (synthesis failed) | 1,814 |
| Synthesis HIT rate | **0.38 %** |
| `[floor-polys]` cell dumps (one per cached indoor cell) | 527 |

### Hypothesis classification (per spec disambiguation matrix)

| Class | Filter | Count | % of total |
|---|---|---:|---:|
| **H3 candidate** | `containsFootXY=True AND \|dz\| ≤ 0.5 m` | **817** | **45.0 %** |
| Airborne / jump | `containsFootXY=True AND \|dz\| > 0.5 m` | 938 | 51.7 % |
| **H1 candidate** | `containsFootXY=False AND landcell.hasTerrain=true` | **59** | 3.3 % |
| H1+H3 combo | `containsFootXY=False AND landcell.hasTerrain=false` | 0 | 0.0 % |

The 938 "airborne" events are not a defect — they correspond to the
test session's jump arc (the user jumped through the doorway during
capture). The probe correctly reports `containsFootXY=True` with a
large `dz` because the foot is XY-over a floor poly but vertically too
far above it. Setting these aside: of **876 ground-contact misses**,
**93 %** are H3.

### `nearest.dz` distribution (containsFootXY=True only)

| dz bucket | Count |
|---|---:|
| 0.0–0.2 m | 18 |
| 0.2–0.4 m | 7 |
| **0.4–0.5 m** | **792** |
| 0.5–1.0 m | 141 |
| 1.0–2.0 m | 427 |
| > 2.0 m | 370 |
| negative | 0 |

The massive 792-event spike at 0.4–0.5 m is the standing-on-the-floor
position. The 1.0–2.0 m and >2.0 m buckets are the jump arc.

## The 2 cm hit/miss boundary

The only 7 synthesis HITs in the capture share a precise property:

| HIT example | foot.W.Z | world floor Z | dz |
|---|---:|---:|---:|
| `cell=0xA9B40125 wpos=(104.263, 140.893, 66.480)` | 66.480 | 66.020 | **+0.46** |
| `cell=0xA9B40125 wpos=(104.272, 141.275, 66.480)` | 66.480 | 66.020 | +0.46 |
| `cell=0xA9B40123 wpos=(108.430, 134.116, 69.485)` | 69.485 | 69.020 | +0.47 |
| `cell=0xA9B40123 wpos=(108.443, 134.162, 69.485)` | 69.485 | 69.020 | +0.47 |
| `cell=0xA9B40123 wpos=(109.702, 133.700, 69.485)` | 69.485 | 69.020 | +0.47 |

The MISS lines from the same cottage, same physics tick rate:

| MISS example | foot.W.Z | world floor Z | dz |
|---|---:|---:|---:|
| `cell=0xA9B40125 foot.W=(104.263, 140.893, 66.500)` | 66.500 | 66.020 | **+0.48** |
| `cell=0xA9B40121 foot.W=(104.254, 140.441, 66.500)` | 66.500 | 66.020 | +0.48 |

The **20 mm difference in foot.W.Z** (66.480 → 66.500) flips the
synthesis from HIT to MISS. This matches the `+0.02 m` Z-bump
mentioned in
[TransitionTypes.cs:1511](src/AcDream.Core/Physics/TransitionTypes.cs:1511)
("the +0.02f Z-bump applied for render z-fight prevention"). When the
foot's world Z is at exactly the rendered floor + foot-height
(`world_floor + 0.46`), synthesis HITs. When it's 2 cm higher,
synthesis MISSES.

That's not a probe-distance issue. The probe distance is 0.5 m and
`dz=0.48 < 0.5`. The geometry is well within reach.

**The defect is in the sphere-overlap test or sphere-plane-adjustment
math inside `FindWalkableInternal`.** Retail anchors to compare against:

- `CPolygon::walkable_hits_sphere` —
  [`acclient_2013_pseudo_c.txt:323006-323028`](docs/research/named-retail/acclient_2013_pseudo_c.txt).
  Slope test + `polygon_hits_sphere_slow_but_sure` overlap test.
- `CPolygon::adjust_sphere_to_plane` —
  [`acclient_2013_pseudo_c.txt:322032`](docs/research/named-retail/acclient_2013_pseudo_c.txt).
  Sphere-to-plane projection with sweep-distance budget.
- `BSPLEAF::find_walkable` —
  [`acclient_2013_pseudo_c.txt:326793`](docs/research/named-retail/acclient_2013_pseudo_c.txt).
  Iterates polys; requires BOTH `walkable_hits_sphere` AND
  `adjust_sphere_to_plane` non-zero.

Our port lives in
[`BSPQuery.FindWalkableInternal`](src/AcDream.Core/Physics/BSPQuery.cs)
(called by `FindWalkableSphere`). Direct line-by-line comparison
against the retail oracle is the next step.

## H1 evidence (secondary, doorway-edge cases)

59 `[walk-miss]` events where the foot XY left the indoor floor poly
but the LandCell underneath would have been walkable. All concentrated
in cell `0xA9B40125`, whose floor poly is a tiny 1.5 m × 0.5 m strip
(`bbox=(-0.40,-5.65)..(1.10,-5.15)`) — this is a **doorway-threshold
cell**. The player crosses it; the foot XY exits the strip before they
reach the next cell.

Sample (last 3 walk-miss lines):

```
[walk-miss] cell=0xA9B40125 foot.W=(104.400,147.409,66.480)
            foot.L=(0.100,-11.909,0.460) ...
            containsFootXY=False
            landcell.hasTerrain=true landcell.terrainZ=66.000 landcell.dz=+0.480
```

`foot.L.Y = -11.909`, well outside the strip's Y range
`[-5.65, -5.15]`. Outdoor LandCell terrain at world Z = 66.000 would
have grounded the foot at `dz = 0.480`. This is the case the prior
handoff (`docs/research/2026-05-20-indoor-walking-bug-a-handoff.md`)
diagnosed as "doorway threshold has no floor poly." It's real — but
**3 % of the total miss volume, not the primary defect**.

## H2 ruled out

Of 817 in-bbox candidate misses, **792 sit at `dz` between 0.4 m and
0.5 m**, well within the 0.5 m probe distance. Only 25 events fall in
the 0.0–0.4 m range (a few cm above plane — already touching).
Bumping `INDOOR_WALKABLE_PROBE_DISTANCE` will not help — the geometry
is reachable; the rejection is in the sphere-overlap math.

## Cells of interest

| Cell ID | Walk-misses | Floor polys (local-XY bboxes) | Role |
|---|---:|---|---|
| `0xA9B40121` | 1,453 | 1 @ Z=0, bbox `(-5.7,-5.15)..(5.7,4.55)` | Cottage main room (1st floor) |
| `0xA9B40123` | 283 | 5 @ Z=3.0 (multiple connected panels) | Cottage **2nd floor** |
| `0xA9B40125` | 67 | 1 @ Z=0, bbox `(-0.4,-5.65)..(1.1,-5.15)` | **Doorway threshold strip** |
| `0xA9B40126` | 11 | (no [floor-polys] dump captured at start) | Adjacent |

Cell `0xA9B40123`'s floor polys all sit at `planeZ@center=3.000` —
that's 3 m above the cell origin, i.e. a 2nd-story floor. The HITs in
this cell at world Z 69.485 match: cell origin Z 66.020 + local floor
Z 3.0 = world floor 69.020, foot 0.46 above → world Z 69.485. ✓

This confirms our 2nd-floor handling is being **exercised** by the
synthesis; it's just rejecting at the same 2 cm boundary as the 1st
floor.

## Disambiguation matrix verdict (per spec)

| Matrix entry | Spec condition | This capture |
|---|---|---|
| **H1 confirmed** | `landcell.hasTerrain==true AND \|landcell.dz\| < 0.2 m` | 59 events at doorway threshold |
| **H2 confirmed** | `containsFootXY==true AND 0.5 m < nearest.dz < 5 m` | 0 events qualify (all "candidates" turned out to be jump-arc) |
| **H3 candidate** | `containsFootXY==true AND nearest.dz ≤ 0.5 m AND normalZ ≥ FloorZ` | **817 events** — the bulk |
| H1+H3 combo | `containsFootXY==false AND landcell.hasTerrain==false` | 0 events |

Spec matrix entry H3 is flagged as "next step: cdb attach to retail."
Given the 2 cm hit-vs-miss boundary and the matched normalZ + FloorZ +
in-bbox + in-probe signatures, we can attempt the retail decomp
side-by-side comparison **first** without cdb — the discrepancy is
narrow enough that the decomp + a focused unit test should expose it.
cdb is a fallback if that fails.

## Recommended next step

**Phase: design + ship the H3 fix.**

1. **Decomp comparison** (~1 hour, no code change):
   - Read `acclient_2013_pseudo_c.txt:322032-322110` (`adjust_sphere_to_plane`)
     and our equivalent inside `BSPQuery.FindWalkableInternal`
     ([BSPQuery.cs](src/AcDream.Core/Physics/BSPQuery.cs)) line-by-line.
   - Read `acclient_2013_pseudo_c.txt:323006-323028` (`walkable_hits_sphere`)
     and our equivalent.
   - Read `acclient_2013_pseudo_c.txt:326793-326816` (`BSPLEAF::find_walkable`)
     and our `FindWalkableInternal` traversal.
   - Document any divergences in a follow-up findings note.

2. **Unit test for the 2 cm boundary** (~30 min):
   - Synthetic `CellPhysics` with a horizontal floor at local Z=0.
   - Foot sphere centered at `Z=0.46`, then again at `Z=0.48`. Assert
     both HIT.
   - Mirrors the IndoorWalkablePlaneTests fixture pattern.
   - Expected: both fail at HEAD; pass after the fix.

3. **Fix the divergence found in step 1** (size unknown — could be a
   one-line epsilon adjustment or a structural mismatch).

4. **Re-run this capture with the fix in place.** Expected outcome:
   `[indoor-walkable] HIT` rate goes from 0.38 % to >95 % during
   ground-contact frames; `[walk-miss]` H3 bucket collapses; H1 (the
   59 doorway-edge events) remains.

5. **Then design H1 fix** as a separate, smaller phase — porting
   retail's `CTransition::check_other_cells`
   (`acclient_2013_pseudo_c.txt:272717`) for multi-cell BSP iteration.
   Lower priority since 3 % of total misses and only manifests at
   threshold strips.

6. **Delete the spike** when both H3 and H1 fixes ship: revert
   `27c7284..a2e7a87` plus this findings doc.

## Anti-patterns to avoid (from prior handoffs)

- **Don't increase `INDOOR_WALKABLE_PROBE_DISTANCE`.** The data shows
  probe distance is not the blocker.
- **Don't delete `TryFindIndoorWalkablePlane`** ("Bug A" from 2026-05-20)
  — once H3 is fixed, the synthesis path will work correctly and is
  the right call (not removable until retail's multi-cell iteration is
  also ported).
- **Don't bypass `walkable_hits_sphere` overlap rejection with a
  looser epsilon** without first verifying retail's exact behavior at
  this boundary. The 2 cm difference is suspiciously close to the
  rendered Z-bump (`+0.02 f`) used to prevent z-fighting on indoor
  floors. There may be a coordinate-space mismatch where the player's
  foot world Z is computed in the rendered (bumped) frame but the
  synthesis expects the dat-stated (unbumped) frame, or vice versa.
  Investigate before "fixing."

## Acceptance review

The probe spike's acceptance criteria from
[`2026-05-21-indoor-walk-miss-probe-design.md`](../superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md):

- [x] Build green, tests green
- [x] Live capture produced `[walk-miss]` lines at the cottage doorway
- [x] Live capture produced `[walk-miss]` lines on the cottage 2nd floor
- [x] Aggregated counts classify each MISS per the disambiguation matrix
- [x] Zero `[walk-miss]` / `[floor-polys]` lines when env var unset
      (verified by code inspection; runtime verification deferred)

**Spike concluded. Ship findings, design the H3 fix.**
