fix(G.3): pin dungeon collapse to the cell's landblock, not the position-derived one (#133)
"The dungeon is broken" — the collapse was unloading the REAL dungeon. A dungeon's EnvCells sit at arbitrary "ocean" world coords with negative cell-local Y (snap showed pos=(58.9,-69.6) in cell 0x00070133), so the observer landblock _liveCenterY + floor(pp.Y/192) = 7 + floor(-69.6/192) = 7 + (-1) = 6 lands one row off. The collapse pinned to 0x0006 and unloaded 0x0007 — the real dungeon — which nulled CurrCell (the cell no longer existed) and left the player floating in outdoor-lit empty space (lb 1/1 @ ~1585 fps, but the wrong landblock). This is the Bug-A negative-local-coordinate class. Fix: when inside a dungeon, pin the collapse to the cell's OWN landblock (CurrCell.Id >> 16), never the position-derived observer landblock — the cell id is the authoritative landblock for ocean-placed dungeon geometry. Also hardened the hysteresis so a transient CurrCell flicker can't thrash: - Re-collapse when insideDungeon at a DIFFERENT landblock (multi-landblock dungeon). - Expand only on a DISTANT move (Chebyshev > 1) — a real exit teleports far from the ocean-grid block; the off-by-one flicker is always an ADJACENT (±1) landblock, so it now HOLDS the collapse instead of expanding. - SweepCollapsed always preserves _collapsedCenter (the true dungeon landblock), never the per-frame observer landblock. Build green; 59 streaming tests green (flicker regression test updated to the realistic adjacent off-by-one). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3 changed files with 52 additions and 18 deletions
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@ -110,22 +110,24 @@ public class StreamingControllerDungeonGateTests
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}
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[Fact]
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public void Collapsed_CurrCellFlickersToNull_SameLandblock_DoesNotExpand()
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public void Collapsed_CurrCellFlickersToAdjacentOffByOne_DoesNotExpand()
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{
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// Regression: the live run thrashed collapse↔expand because CurrCell
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// momentarily resolved to null (insideDungeon=false) while the player
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// stayed in the dungeon landblock — leaking lights via reload storms.
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// The landblock-hysteresis must hold the collapse.
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// Regression: the live run broke because a dungeon cell's negative local-Y
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// makes the position-derived observer landblock land one row off (0,7→0,6).
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// When CurrCell flickers null mid-frame, GameWindow stops overriding to the
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// cell landblock and passes that adjacent (0,6). The Chebyshev>1 guard must
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// treat that as a flicker and HOLD — never expand (which would unload the
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// real dungeon and re-stream the 25×25 neighbor window).
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var h = Make();
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h.State.AddLandblock(MakeLb(0, 7));
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h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse
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h.Ctrl.Tick(0, 7, insideDungeon: true); // collapse onto the dungeon (0,7)
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h.Loads.Clear();
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h.Unloads.Clear();
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h.Ctrl.Tick(0, 7, insideDungeon: false); // CurrCell flicker, same landblock
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h.Ctrl.Tick(0, 6, insideDungeon: false); // flicker → adjacent off-by-one
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Assert.Empty(h.Loads); // NO full-window reload
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Assert.Empty(h.Unloads); // only the center is resident → nothing to sweep
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Assert.Empty(h.Unloads); // dungeon (0,7) preserved; nothing else resident
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}
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[Fact]
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