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>
This commit is contained in:
Erik 2026-04-12 15:27:49 +02:00
parent 980e79dae9
commit 228eecbb31
2 changed files with 16 additions and 24 deletions

View file

@ -91,12 +91,16 @@ public class PhysicsEngineTests
}
[Fact]
public void Resolve_EnterIndoorCell_TransitionsToCell()
public void Resolve_EnterIndoorCell_StaysOutdoor_BecauseTransitionDisabled()
{
// Phase B.2 MVP: outdoor→indoor transitions are disabled because
// CellSurface floor polygons are too aggressive (building
// footprints/roofs capture the player). Walking over a cell's XY
// area stays on the outdoor terrain Z. Indoor transitions will be
// re-enabled when portal-based detection lands in Phase E.
var engine = new PhysicsEngine();
var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
// Indoor cell with a floor at Z=55 covering (40..60, 40..60).
var cellVerts = new Dictionary<ushort, Vector3>
{
[0] = new(40f, 40f, 55f),
@ -115,9 +119,9 @@ public class PhysicsEngineTests
new Vector3(30f, 50f, 50f), cellId: 0x0001, delta: new Vector3(20f, 0f, 0f),
stepUpHeight: 10f);
// Should transition to the indoor cell and snap to its floor Z.
Assert.Equal(0x0100u, result.CellId);
Assert.Equal(55f, result.Position.Z, precision: 1);
// Should stay outdoor (transition disabled) at terrain Z = 50.
Assert.True(result.CellId < 0x0100u);
Assert.Equal(50f, result.Position.Z, precision: 1);
Assert.True(result.IsOnGround);
}