diff --git a/src/AcDream.Core/Physics/TransitionTypes.cs b/src/AcDream.Core/Physics/TransitionTypes.cs
index e5f1e86..11dbd7c 100644
--- a/src/AcDream.Core/Physics/TransitionTypes.cs
+++ b/src/AcDream.Core/Physics/TransitionTypes.cs
@@ -1502,7 +1502,7 @@ public sealed class Transition
}
}
- internal TransitionState FindEnvCollisions(PhysicsEngine engine)
+ private TransitionState FindEnvCollisions(PhysicsEngine engine)
{
var sp = SpherePath;
var ci = CollisionInfo;
@@ -1618,21 +1618,6 @@ public sealed class Transition
return cellState;
}
- // ── Phase A4 (2026-05-20): query every other cell ──────────
- // Retail oracle: CTransition::check_other_cells at
- // acclient_2013_pseudo_c.txt:272717-272798. The vestibule
- // walls bug (cell 0xA9B40164 has only 4 polys; adjacent
- // 0xA9B40157 has the actual walls) closes here.
- //
- // Discard the containing-cell return — sp.CheckCellId is
- // already authoritative for the primary cell we just queried.
- _ = CellTransit.FindCellSet(engine.DataCache, footCenter, sphereRadius,
- sp.CheckCellId, out var cellSet);
- var otherCellsState = CheckOtherCells(engine, footCenter, sphereRadius, cellSet);
- if (otherCellsState != TransitionState.OK)
- return otherCellsState;
- // ──────────────────────────────────────────────────────────
-
// ── Synthesize indoor walkable contact plane ──────────────
// Indoor walking Phase 2 follow-up (2026-05-19). When the BSP
// returns OK (no wall collision), the player is standing on a
diff --git a/tests/AcDream.Core.Tests/Physics/FindEnvCollisionsMultiCellTests.cs b/tests/AcDream.Core.Tests/Physics/FindEnvCollisionsMultiCellTests.cs
deleted file mode 100644
index d973305..0000000
--- a/tests/AcDream.Core.Tests/Physics/FindEnvCollisionsMultiCellTests.cs
+++ /dev/null
@@ -1,148 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Numerics;
-using DatReaderWriter.Enums;
-using DatReaderWriter.Types;
-using AcDream.Core.Physics;
-using Xunit;
-
-namespace AcDream.Core.Tests.Physics;
-
-///
-/// End-to-end test that the indoor branch of
-/// queries the cells the
-/// sphere overlaps, not just the cell whose CellBSP contains the
-/// sphere center. This is the core Phase A4 behaviour test — the
-/// Holtburg inn vestibule (cell 0xA9B40164) bug reduced to a minimal
-/// synthetic fixture.
-///
-public class FindEnvCollisionsMultiCellTests
-{
- // Indoor cell IDs — both have low-byte ≥ 0x100 to trigger the
- // indoor branch of FindEnvCollisions. Vestibule has the lower id so
- // CellTransit.FindCellSet's sorted iteration encounters it first.
- private const uint VestibuleCellId = 0xA9B40157u;
- private const uint InteriorCellId = 0xA9B40164u;
-
- private static CellBSPTree LeafCellBsp() => new CellBSPTree
- {
- Root = new CellBSPNode { Type = BSPNodeType.Leaf },
- };
-
- private static PhysicsBSPTree EmptyLeafBsp() => new PhysicsBSPTree
- {
- Root = new PhysicsBSPNode
- {
- Type = BSPNodeType.Leaf,
- BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 10f },
- }
- };
-
- [Fact]
- public void IndoorSphereOverlappingAdjacentCellWithWall_HaltsTransition()
- {
- // ── Secondary cell (interior) ─────────────────────────────────────
- // Reuse BSPStepUp's TallWall fixture — proven to halt a grounded mover
- // that can't scale it (test B2_GroundedMover_TallWall_BlockedOrSlides).
- // Wall is at interior-local x=0.5. Translate the interior cell by
- // +0.3 in world X so the wall ends up at world x=0.8, within reach
- // of a sphere walking from x=0.1 toward x=0.6 (sphere radius 0.2).
- var (wallRoot, wallResolved) = BSPStepUpFixtures.TallWall();
- var interiorWT = Matrix4x4.CreateTranslation(new Vector3(0.3f, 0f, 0f));
- Matrix4x4.Invert(interiorWT, out var interiorInv);
-
- var interior = new CellPhysics
- {
- BSP = new PhysicsBSPTree { Root = wallRoot },
- WorldTransform = interiorWT,
- InverseWorldTransform = interiorInv,
- Resolved = wallResolved,
- CellBSP = LeafCellBsp(),
- };
-
- // ── Primary cell (vestibule) ──────────────────────────────────────
- // Empty PhysicsBSP — no walls of its own. CellBSP contains a portal
- // at world x=0.5 (vestibule-local x=0.5 since vestibule WorldTransform
- // = Identity) leading to the interior cell. The sphere's foot reaches
- // the portal at world x=0.5 during the sweep — that triggers
- // CellTransit.FindCellSet to add the interior to the candidate set.
- var portalPoly = new ResolvedPolygon
- {
- Vertices = new[]
- {
- new Vector3(0.5f, -2.5f, 0f),
- new Vector3(0.5f, 2.5f, 0f),
- new Vector3(0.5f, 2.5f, 5f),
- new Vector3(0.5f, -2.5f, 5f),
- },
- Plane = new Plane(new Vector3(1f, 0f, 0f), -0.5f),
- NumPoints = 4,
- SidesType = CullMode.None,
- };
-
- var vestibule = new CellPhysics
- {
- BSP = EmptyLeafBsp(),
- WorldTransform = Matrix4x4.Identity,
- InverseWorldTransform = Matrix4x4.Identity,
- Resolved = new Dictionary(),
- CellBSP = LeafCellBsp(),
- PortalPolygons = new Dictionary { [10] = portalPoly },
- Portals = new[]
- {
- new PortalInfo(otherCellId: (ushort)(InteriorCellId & 0xFFFFu),
- polygonId: 10, flags: 0),
- },
- };
-
- // ── Engine + cache ────────────────────────────────────────────────
- var engine = new PhysicsEngine();
- engine.DataCache = new PhysicsDataCache();
-
- // Provide a flat terrain strip at z=0 so FindEnvCollisions's outdoor
- // fall-through has something to sample if it ever fires.
- var heights = new byte[81];
- Array.Fill(heights, (byte)0);
- var ht = new float[256];
- for (int i = 0; i < 256; i++) ht[i] = i * 1.0f;
- engine.AddLandblock(0xA9B4FFFFu, new TerrainSurface(heights, ht),
- Array.Empty(), Array.Empty(),
- worldOffsetX: 0f, worldOffsetY: 0f);
-
- engine.DataCache.RegisterCellStructForTest(VestibuleCellId, vestibule);
- engine.DataCache.RegisterCellStructForTest(InteriorCellId, interior);
-
- // ── Transition ────────────────────────────────────────────────────
- // Grounded mover, foot at world x=0.1 walking to x=0.7. The sphere
- // (radius 0.2, center at foot + 0.2 in Z) ends with its center at
- // world x=0.7 = interior-local x=0.4 (since interior translation is
- // +0.3). The TallWall sits at interior-local x=0.5 with normal -X —
- // the sphere reach (0.4 + 0.2 = 0.6) penetrates the wall by 0.1.
- // StepUpHeight 0.04 means the mover can't scale the 5m TallWall.
- // MakeGroundedTransition seeds Contact + OnWalkable +
- // LastKnownContactPlane so Path 5 fires for any wall the BSP query
- // encounters.
- var from = new Vector3(0.1f, 0f, 0f);
- var to = new Vector3(0.7f, 0f, 0f);
- var t = BSPStepUpFixtures.MakeGroundedTransition(from, to,
- stepUpHeight: 0.04f,
- cellId: VestibuleCellId);
-
- // SetCheckPos sets the candidate position FindEnvCollisions evaluates.
- t.SpherePath.SetCheckPos(to, VestibuleCellId);
-
- // ── Act ───────────────────────────────────────────────────────────
- // Call FindEnvCollisions directly (now internal). Bypasses
- // FindTransitionalPosition's sub-step iteration so we can assert on
- // the single result.
- var result = t.FindEnvCollisions(engine);
-
- // ── Assert ────────────────────────────────────────────────────────
- // Pre-A4: empty vestibule BSP returns OK, interior is never queried,
- // result == OK (sphere walks through the wall).
- // Post-A4: CheckOtherCells iterates the interior cell, BSPQuery on
- // TallWall returns Slid (the wall-slide path matching B2), and
- // FindEnvCollisions returns Slid via ApplyOtherCellResult.
- Assert.NotEqual(TransitionState.OK, result);
- }
-}