chore(app): Phase B.2 — strip diagnostic logging + fix indoor-transition test
Removes all [PLAYER], [PLAYER-INIT], [PLAYER-ANIM] diagnostic dump lines now that walking, camera, and animation are verified working. Updates PhysicsEngineTests.Resolve_EnterIndoorCell to match the new behavior (outdoor→indoor transition disabled in the B.2 MVP): the test now asserts the player stays outdoor at terrain Z instead of transitioning to the indoor cell. 265 tests green. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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2 changed files with 16 additions and 24 deletions
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@ -91,12 +91,16 @@ public class PhysicsEngineTests
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}
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[Fact]
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public void Resolve_EnterIndoorCell_TransitionsToCell()
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public void Resolve_EnterIndoorCell_StaysOutdoor_BecauseTransitionDisabled()
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{
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// Phase B.2 MVP: outdoor→indoor transitions are disabled because
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// CellSurface floor polygons are too aggressive (building
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// footprints/roofs capture the player). Walking over a cell's XY
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// area stays on the outdoor terrain Z. Indoor transitions will be
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// re-enabled when portal-based detection lands in Phase E.
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
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// Indoor cell with a floor at Z=55 covering (40..60, 40..60).
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var cellVerts = new Dictionary<ushort, Vector3>
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{
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[0] = new(40f, 40f, 55f),
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@ -115,9 +119,9 @@ public class PhysicsEngineTests
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new Vector3(30f, 50f, 50f), cellId: 0x0001, delta: new Vector3(20f, 0f, 0f),
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stepUpHeight: 10f);
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// Should transition to the indoor cell and snap to its floor Z.
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Assert.Equal(0x0100u, result.CellId);
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Assert.Equal(55f, result.Position.Z, precision: 1);
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// Should stay outdoor (transition disabled) at terrain Z = 50.
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Assert.True(result.CellId < 0x0100u);
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Assert.Equal(50f, result.Position.Z, precision: 1);
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Assert.True(result.IsOnGround);
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}
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