fix(teleport D): cell-march preserves seed landblock id when no resident LB (no more lbX=0 outbound)
BuildCellSetAndPickContaining discarded the bool from TryGetTerrainOrigin — when the current landblock's terrain hadn't been applied yet (priority-apply in flight after a teleport or dungeon exit), blockOrigin was silently set to (0,0,0). The AdjustToOutside/GetOutsideLcoord math treated world-frame sphere coordinates as block-local and marched the cell one landblock per tick in the direction of movement until lbX or lbY underflowed to 0x00. ACE rejected every subsequent move as a failed transition. Fix: honor the bool return. When terrain is unregistered for an OUTDOOR seed (low < 0x0100), return currentCellId verbatim — "no block-local frame → preserve". This mirrors the NO-LANDBLOCK verbatim contract in PhysicsEngine.Resolve and is correct: the cell stays last-known-correct until terrain registers. Indoor seeds are explicitly excluded (blockOrigin is never consumed by the indoor pick path; outdoorPickAllowed=false for indoor seeds). Reproduce + verify via CellMarchLandblockPreservationTests (two new FAILING-before tests: WestEdge and SouthEdge with empty cache, no anchor → lbX/lbY preserved). TeleportFarTownRunawayTests updated: no-anchor path now also preserves (pre-fix it marched south to 0x59; post-fix returns currentCell unchanged). CellTransitFindCellSetTests, Issue112MembershipTests, PhysicsEngineTests: added RegisterTerrain for the streaming-center block (in production it is always resident before outdoor resolves run; tests that used blockOrigin=(0,0,0) as an implicit fallback now register the block explicitly). All 1567 tests pass. Divergence AD-30 added to retail-divergence-register.md. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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7 changed files with 144 additions and 15 deletions
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@ -459,7 +459,13 @@ public class PhysicsEngineTests
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// FindObjCollisions early-returns when DataCache is null. An empty
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// cache is enough for cylinder objects; only BSP objects look up
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// entries inside.
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engine.DataCache = new PhysicsDataCache();
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// #145 D: register terrain for 0xA9B4 at (0,0,0) so TryGetTerrainOrigin
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// succeeds for the outdoor seed cell (0xA9B40039). In production the
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// streaming-center landblock is always resident before outdoor resolves run;
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// we replicate that invariant here by registering a flat dummy terrain.
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var freshCache = new PhysicsDataCache();
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freshCache.CellGraph.RegisterTerrain(0xA9B4FFFFu, new TerrainSurface(FlatHeightmap(50), LinearHeightTable()), Vector3.Zero);
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engine.DataCache = freshCache;
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const uint movingEntityId = 0xDEADBEEFu;
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var bodyPos = new Vector3(96f, 96f, 50f);
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