#108-residual apparatus: vertical cellar-ascent viewer harness - membership/viewer layer EXONERATED
The handoff's 'eye-below-grade membership demote' diagnosis is REFUTED.
The harness drives the production stack headlessly per step of the
A9B4 corner-building cellar ascent (0x0174 -> 0x0175 -> 0x0171, path
fitted from the cellar-up live captures): FindCellList on the
foot-sphere center for the player pick + the PhysicsCameraCollisionProbe
SweepEye chain mirrored verbatim (AdjustPosition at pivot ->
ResolveWithTransition IsViewer|PathClipped|FreeRotate|PerfectClip ->
both fallbacks) with per-step branch attribution.
Result: 0 outdoor/null viewer resolutions while the eye is below grade,
0 sweep failures, 0 fallback branches, across boom distance {2.61, 5}
x damping lag {0, 0.3 m}. The viewer enters the main-floor room at eye
z 94.01 - exactly as the head pops above grade (the stairwell portal
sits AT grade), matching the user's report wording. The root is
INTERIOR for the whole grass window; #108-residual is render-side
(fix in the next commit). Tests stay as the healthy-layer
characterization pin.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Physics;
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using AcDream.Core.Tests.Conformance;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using Xunit;
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using Xunit.Abstractions;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// #108-residual vertical exit-walk harness (2026-06-12): the cellar-ascent
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/// grass window. Climbing out of the Holtburg corner-building cellar
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/// (0xA9B40174 room, floor z≈90 → 0x0175 staircase/lip → 0x0171 main floor at
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/// z=94 = outdoor grade), the upstairs exit door is covered with grass until
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/// the eye pops above grade. Punch/seal are exonerated (BR-2 experiment +
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/// #117); the grass requires the frame to render through the OUTDOOR root —
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/// i.e. the VIEWER-CELL resolution demotes to outdoor/null while the eye is
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/// still below terrain grade inside the stairwell.
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///
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/// This harness drives the PRODUCTION viewer-resolution stack headlessly per
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/// step of a kinematic ascent (the #118 HouseExitWalkReplayTests pattern,
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/// turned vertical):
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/// player cell — CellTransit.FindCellList on the foot-sphere center (the
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/// production controller pick),
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/// viewer cell — the PhysicsCameraCollisionProbe.SweepEye chain mirrored
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/// verbatim (CameraCornerSealReplayTests provenance):
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/// AdjustPosition at the head pivot → ResolveWithTransition
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/// (IsViewer|PathClipped|FreeRotate|PerfectClip, 0.3 m
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/// viewer_sphere) → fallback 1 AdjustPosition at the sought
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/// eye → fallback 2 (player_pos, cell 0).
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/// Each step records WHICH branch produced the viewer cell, so a demote
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/// self-attributes:
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/// A. sweep Ok=false → fallback chain (AdjustPosition's SeenOutside
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/// fall-through is an XY-only grid snap — no Z test — so an in-dirt
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/// below-grade eye can return an OUTDOOR cell with found=true);
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/// B. sweep end-cell pick demotes (exterior-portal straddle + containment
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/// miss at the stopped eye);
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/// C. the start-cell AdjustPosition at the pivot demotes;
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/// D. all healthy here → the bug is upstream (App camera damping /
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/// GameWindow TryGetCell consumption).
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///
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/// Ascent path: fitted from the live captures (cellar-up-capture*.jsonl band
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/// centroids, analyze_108_stairline.py): stairs at x≈153.9 ascending +Y,
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/// z = 90.0 (y≤5.7) → 0.836·(y−5.73)+90.25 (stairs) → lip 93.25→94 over
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/// y 9.3→10.4 → main floor 94.0. The boom (retail defaults: distance 2.61,
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/// pitch 0.291, pivot feet+1.5) trails SOUTH into the stairwell — mid-stairs
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/// the desired eye sits beyond the cellar's south wall (y≈4.87) and above its
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/// ceiling: in no-cell dirt below grade. Stub terrain (−1000) — the membership
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/// pick never reads terrain height (XY-column only), which is exactly the
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/// mechanism under test.
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///
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/// ── RESULT (2026-06-12): the MEMBERSHIP/VIEWER LAYER IS EXONERATED ──────
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/// 0 grass-window steps, 0 sweep failures, 0 fallback branches across boom
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/// distance {2.61, 5.0} × damping lag {0, 0.3 m}. The viewer resolves
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/// 0x0174 → 0x0175 (eye z 93.65, below grade) → 0x0171 at eye z 94.01 —
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/// the viewer enters the main-floor room EXACTLY as the head pops above
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/// grade (the stairwell portal sits at grade), matching the user's wording.
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/// The handoff's "it is MEMBERSHIP/VIEWER-side" diagnosis is therefore
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/// REFUTED for the current pipeline; #108-residual is RENDER-side: the
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/// landscape slice clips terrain by 2D NDC planes only ((nx,ny,0,dw) —
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/// ClipFrame.cs:178, terrain_modern.vert:173), so terrain BETWEEN the eye
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/// and the exit portal (the grade sheet at z≈94, which from a below-grade
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/// eye projects into the aperture band at y 9.8–17) paints the doorway.
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/// These tests stay as the characterization pin for the healthy layer.
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/// </summary>
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public class Issue108CellarAscentViewerReplayTests
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{
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private readonly ITestOutputHelper _out;
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public Issue108CellarAscentViewerReplayTests(ITestOutputHelper output) => _out = output;
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private const float ViewerSphereRadius = 0.3f; // retail viewer_sphere (acclient :93314)
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private const float PivotHeight = 1.5f; // RetailChaseCamera.PivotHeight
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private const float FootRadius = 0.48f; // player foot sphere
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private const float BoomDistance = 2.61f; // retail viewer_offset length
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private const float BoomPitch = 0.291f; // retail default pitch (16.7°)
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private const float GradeZ = 94.0f; // cottage floor == door sill ≈ outdoor terrain grade
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private const uint Lb = 0xA9B40000u; // ConformanceDats.HoltburgLandblock
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private const uint CellarRoom = Lb | 0x0174u; // floor z≈90.0
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private const uint MainFloor = Lb | 0x0171u; // z=94.0
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// ── fixture ─────────────────────────────────────────────────────────
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private static (PhysicsEngine engine, PhysicsDataCache cache,
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Dictionary<uint, AcDream.Core.World.Cells.EnvCell> envCells)
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BuildEngine(DatCollection dats)
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{
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var cache = new PhysicsDataCache();
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var engine = new PhysicsEngine { DataCache = cache };
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var envCells = new Dictionary<uint, AcDream.Core.World.Cells.EnvCell>();
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// Full A9B4 interior set (Issue112MembershipTests.LoadLandblockInteriors
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// pattern) — the ascent's pick walk may reach cells outside the corner
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// building's 0x016F-0x0175 range.
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for (uint low = 0x0100u; low <= 0x01FFu; low++)
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{
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try { envCells[Lb | low] = ConformanceDats.LoadEnvCell(dats, cache, Lb | low); }
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catch { }
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}
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// Buildings exactly as production registers them (Issue112MembershipTests.
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// RegisterBuildings provenance): portals → BldPortalInfo with sign-extended
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// OtherPortalId; landcell id from the building Frame.Origin (retail
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// row-major grid).
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var lbInfo = dats.Get<DatReaderWriter.DBObjs.LandBlockInfo>(Lb | 0xFFFEu);
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Assert.NotNull(lbInfo);
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foreach (var building in lbInfo!.Buildings)
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{
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if (building.Portals.Count == 0) continue;
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var portals = new List<BldPortalInfo>(building.Portals.Count);
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foreach (var bp in building.Portals)
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portals.Add(new BldPortalInfo(
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otherCellId: Lb | (uint)bp.OtherCellId,
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otherPortalId: unchecked((short)bp.OtherPortalId),
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flags: (ushort)bp.Flags));
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var transform =
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Matrix4x4.CreateFromQuaternion(building.Frame.Orientation) *
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Matrix4x4.CreateTranslation(building.Frame.Origin);
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int gridX = (int)(building.Frame.Origin.X / 24f);
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int gridY = (int)(building.Frame.Origin.Y / 24f);
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uint landcellLow = (uint)(gridX * 8 + gridY + 1);
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cache.CacheBuilding(Lb | landcellLow, portals, transform);
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}
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var heights = new byte[81];
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var heightTable = new float[256];
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for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
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engine.AddLandblock(Lb, new TerrainSurface(heights, heightTable),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
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return (engine, cache, envCells);
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}
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// ── the probe mirror (PhysicsCameraCollisionProbe.SweepEye, verbatim) ──
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private enum ViewerBranch { Sweep, AdjustFallback, NullFallback }
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private sealed record ViewerResolve(
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Vector3 Eye, uint ViewerCellId, ViewerBranch Branch,
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uint StartCell, bool PivotAdjustFound, ResolveResult Sweep);
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private static ViewerResolve ResolveViewer(
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PhysicsEngine engine, Vector3 pivot, Vector3 desiredEye, uint cellId, Vector3 playerPos)
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{
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// update_viewer (pc:92775): no player cell → snap to player, viewer_cell null.
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if (cellId == 0u)
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return new ViewerResolve(playerPos, 0u, ViewerBranch.NullFallback, 0u, false, default);
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uint startCell = cellId;
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bool pivotFound = false;
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if ((cellId & 0xFFFFu) >= 0x0100u)
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{
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var (pivotCell, found) = engine.AdjustPosition(cellId, pivot);
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pivotFound = found;
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if (found) startCell = pivotCell;
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}
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Vector3 begin = pivot - new Vector3(0f, 0f, ViewerSphereRadius);
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Vector3 end = desiredEye - new Vector3(0f, 0f, ViewerSphereRadius);
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var r = engine.ResolveWithTransition(
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currentPos: begin,
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targetPos: end,
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cellId: startCell,
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sphereRadius: ViewerSphereRadius,
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sphereHeight: 0f,
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stepUpHeight: 0f,
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stepDownHeight: 0f,
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isOnGround: false,
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body: null,
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moverFlags: ObjectInfoState.IsViewer | ObjectInfoState.PathClipped
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| ObjectInfoState.FreeRotate | ObjectInfoState.PerfectClip,
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movingEntityId: 0);
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Vector3 eye = r.Position + new Vector3(0f, 0f, ViewerSphereRadius);
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if (r.Ok)
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return new ViewerResolve(eye, r.CellId, ViewerBranch.Sweep, startCell, pivotFound, r);
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var (eyeCell, eyeFound) = engine.AdjustPosition(cellId, desiredEye);
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if (eyeFound)
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return new ViewerResolve(desiredEye, eyeCell, ViewerBranch.AdjustFallback, startCell, pivotFound, r);
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return new ViewerResolve(playerPos, 0u, ViewerBranch.NullFallback, startCell, pivotFound, r);
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}
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// ── the ascent ──────────────────────────────────────────────────────
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/// <summary>Stair-line feet Z for a path y (fitted from the capture bands).</summary>
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private static float FeetZ(float y)
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{
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if (y < 5.73f) return 90.0f;
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if (y < 9.30f) return MathF.Min(90.25f + 0.836f * (y - 5.73f), 93.25f);
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if (y < 10.40f) return 93.25f + (y - 9.30f) * (0.75f / 1.10f);
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return 94.0f;
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}
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private sealed record Step(
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int Index, Vector3 Feet, uint PlayerCell,
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ViewerResolve Viewer, uint EyeContainedIn, bool EyeBelowGrade)
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{
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public bool ViewerOutdoorOrNull =>
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Viewer.ViewerCellId == 0u || (Viewer.ViewerCellId & 0xFFFFu) < 0x0100u;
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}
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private List<Step>? RunAscent(float boomDistance, float pathLagMeters)
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{
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var datDir = ConformanceDats.ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return null; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var (engine, _, envCells) = BuildEngine(dats);
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const float yStart = 5.2f, yEnd = 16.0f;
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const float stepLen = 0.02f; // 2 cm/frame ≈ 1.2 m/s at 60 Hz
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var fwd = new Vector3(0f, 1f, 0f); // facing up the stairs / at the exit door
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float cosP = MathF.Cos(BoomPitch), sinP = MathF.Sin(BoomPitch);
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// Stairs run at x≈153.9; past the lip the real walk line bends to the
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// exit-door approach at x≈155 (corner-seal capture S1: player
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// (154.93, 16.45)) — walking straight north at 153.9 ends in the wall
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// beside the 0x0170 doorway, which a live player cannot do.
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static float FeetX(float y) =>
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y <= 10.4f ? 153.9f
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: y >= 14.0f ? 155.0f
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: 153.9f + (y - 10.4f) / (14.0f - 10.4f) * (155.0f - 153.9f);
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var steps = new List<Step>();
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uint playerCell = CellarRoom;
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int count = (int)MathF.Round((yEnd - yStart) / stepLen);
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for (int i = 0; i <= count; i++)
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{
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float y = yStart + i * stepLen;
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var feet = new Vector3(FeetX(y), y, FeetZ(y));
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// production controller pick: foot-sphere CENTER, seeded with the carried cell
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playerCell = CellTransit.FindCellList(
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engine.DataCache!, feet + new Vector3(0f, 0f, FootRadius), FootRadius, playerCell);
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// boom target — optionally computed from a lagged path point to model the
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// exponential damping trail (≈0.27 m at climb speed; 0 = converged target)
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float yBoom = MathF.Max(yStart, y - pathLagMeters);
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var boomFeet = new Vector3(FeetX(yBoom), yBoom, FeetZ(yBoom));
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var pivot = feet + new Vector3(0f, 0f, PivotHeight);
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var boomPivot = boomFeet + new Vector3(0f, 0f, PivotHeight);
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var desiredEye = boomPivot - fwd * (boomDistance * cosP)
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+ new Vector3(0f, 0f, boomDistance * sinP);
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var viewer = ResolveViewer(engine, pivot, desiredEye, playerCell, feet);
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uint containedIn = 0u;
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foreach (var (id, env) in envCells)
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if (env.PointInCell(viewer.Eye)) { containedIn = id; break; }
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steps.Add(new Step(i, feet, playerCell, viewer,
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containedIn, viewer.Eye.Z < GradeZ - 0.05f));
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}
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return steps;
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}
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private void DumpStep(Step s)
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{
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var v = s.Viewer;
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string line = FormattableString.Invariant(
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$"step={s.Index,3} feet=({s.Feet.X:F2},{s.Feet.Y:F2},{s.Feet.Z:F2}) pCell=0x{s.PlayerCell & 0xFFFFu:X4} start=0x{v.StartCell & 0xFFFFu:X4}{(v.PivotAdjustFound ? "" : "!")} branch={v.Branch} ok={v.Sweep.Ok} eye=({v.Eye.X:F2},{v.Eye.Y:F2},{v.Eye.Z:F2}) viewer=0x{v.ViewerCellId & 0xFFFFu:X4} eyeIn=0x{s.EyeContainedIn & 0xFFFFu:X4} belowGrade={(s.EyeBelowGrade ? "Y" : "n")}");
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if (s.EyeBelowGrade && s.ViewerOutdoorOrNull) line += " << GRASS-WINDOW";
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_out.WriteLine(line);
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}
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// ── diagnostics + pins ──────────────────────────────────────────────
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/// <summary>
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/// Full per-step table of the ascent at retail boom defaults (converged
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/// boom, no lag). Read this first — the GRASS-WINDOW marks name the steps
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/// where the production stack resolves an outdoor/null viewer with the eye
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/// below grade, and the branch column attributes the demote site.
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/// </summary>
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[Fact]
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public void Diagnostic_CellarAscent_PerStepTable()
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{
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var steps = RunAscent(BoomDistance, pathLagMeters: 0f);
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if (steps is null) return;
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uint lastPlayer = 0; uint lastViewer = 0xFFFFFFFFu; var lastBranch = (ViewerBranch)(-1);
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int suspicious = 0;
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foreach (var s in steps)
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{
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bool grass = s.EyeBelowGrade && s.ViewerOutdoorOrNull;
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if (grass) suspicious++;
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if (s.PlayerCell != lastPlayer || s.Viewer.ViewerCellId != lastViewer
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|| s.Viewer.Branch != lastBranch || grass || s.Index % 50 == 0)
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DumpStep(s);
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lastPlayer = s.PlayerCell; lastViewer = s.Viewer.ViewerCellId; lastBranch = s.Viewer.Branch;
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}
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_out.WriteLine(FormattableString.Invariant(
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||||||
|
$"--- {suspicious}/{steps.Count} steps in the grass window (viewer outdoor/null while eye below grade) ---"));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>Boom-distance + damping-lag sweep: how wide is the window across poses?</summary>
|
||||||
|
[Fact]
|
||||||
|
public void Diagnostic_CellarAscent_PoseSweep()
|
||||||
|
{
|
||||||
|
foreach (float dist in new[] { 2.61f, 5.0f })
|
||||||
|
foreach (float lag in new[] { 0f, 0.30f })
|
||||||
|
{
|
||||||
|
var steps = RunAscent(dist, lag);
|
||||||
|
if (steps is null) return;
|
||||||
|
int grass = steps.FindAll(s => s.EyeBelowGrade && s.ViewerOutdoorOrNull).Count;
|
||||||
|
int okFalse = steps.FindAll(s => !s.Viewer.Sweep.Ok).Count;
|
||||||
|
int fb = steps.FindAll(s => s.Viewer.Branch != ViewerBranch.Sweep).Count;
|
||||||
|
_out.WriteLine(FormattableString.Invariant(
|
||||||
|
$"dist={dist:F2} lag={lag:F2}: grassWindow={grass}/{steps.Count} sweepOkFalse={okFalse} fallbackBranch={fb}"));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// THE PIN: while the eye is below terrain grade on the cellar ascent, the
|
||||||
|
/// viewer must resolve INTERIOR — an outdoor/null viewer cell roots the
|
||||||
|
/// frame at the landscape and sweeps grass across the exit door (#108).
|
||||||
|
/// Retail's viewer rides the stairwell cells here (the cellar camera works
|
||||||
|
/// in retail); below grade inside the building footprint there is no
|
||||||
|
/// legitimate outdoor viewer.
|
||||||
|
/// </summary>
|
||||||
|
[Fact]
|
||||||
|
public void CellarAscent_ViewerStaysInterior_WhileEyeBelowGrade()
|
||||||
|
{
|
||||||
|
var steps = RunAscent(BoomDistance, pathLagMeters: 0f);
|
||||||
|
if (steps is null) return;
|
||||||
|
|
||||||
|
var failures = steps.FindAll(s => s.EyeBelowGrade && s.ViewerOutdoorOrNull);
|
||||||
|
if (failures.Count > 0)
|
||||||
|
{
|
||||||
|
_out.WriteLine($"--- {failures.Count} grass-window steps ---");
|
||||||
|
foreach (var s in failures) DumpStep(s);
|
||||||
|
}
|
||||||
|
Assert.True(failures.Count == 0,
|
||||||
|
$"{failures.Count}/{steps.Count} ascent steps resolve an outdoor/null viewer cell while the eye " +
|
||||||
|
"is below grade — the #108 grass window (see output for the branch attribution)");
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue