feat(physics): A4 — Transition.CheckOtherCells + ApplyOtherCellResult
Port of retail's CTransition::check_other_cells at
acclient_2013_pseudo_c.txt:272717-272798. Iterates every non-primary
cell in a candidate set, runs BSPQuery.FindCollisions per cell with
that cell's WorldTransform-derived rotation + origin, halts on first
Collided/Adjusted/Slid.
ApplyOtherCellResult is the combine-semantics helper extracted for
unit testability — it pins the retail switch:
- Collided/Adjusted → CollidedWithEnvironment = true (gated on
!Contact), halt.
- Slid → ContactPlaneValid + ContactPlaneIsWater = false,
halt.
- OK → continue.
Not yet wired into FindEnvCollisions — see next commit. Probe gated
on PhysicsDiagnostics.ProbeIndoorBspEnabled (ACDREAM_PROBE_INDOOR_BSP).
Six new unit tests: five against the pure combine helper for each halt
case + one direct CheckOtherCells call exercising the null-BSP guard.
Spec: docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md
Plan: docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -1387,6 +1387,121 @@ public sealed class Transition
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/// Ported from pseudocode section 4 (LandCell.FindEnvCollisions + ValidateWalkable).
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/// Ported from pseudocode section 4 (LandCell.FindEnvCollisions + ValidateWalkable).
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/// ACE: LandCell.FindEnvCollisions / ObjectInfo.ValidateWalkable.
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/// ACE: LandCell.FindEnvCollisions / ObjectInfo.ValidateWalkable.
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/// </summary>
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/// </summary>
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/// <summary>
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/// Phase A4 (2026-05-20). Port of retail's
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/// <c>CTransition::check_other_cells</c> at
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/// <c>acclient_2013_pseudo_c.txt:272717-272798</c>.
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///
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/// <para>
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/// After the primary cell's BSP collision returns OK, iterate every
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/// other cell in the sphere's overlap set and run BSP collision
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/// against each. Halt on the first Collided/Adjusted/Slid; OK
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/// continues. Mirrors retail's behaviour exactly — no save/restore
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/// of <see cref="Transition"/> state between cells.
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/// </para>
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/// </summary>
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internal TransitionState CheckOtherCells(
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PhysicsEngine engine,
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Vector3 footCenter,
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float sphereRadius,
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System.Collections.Generic.IReadOnlyCollection<uint> cellSet)
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{
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if (engine.DataCache is null) return TransitionState.OK;
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var sp = SpherePath;
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// Deterministic order for greppable probe logs. Skip the primary
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// cell — caller has already run its BSP.
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var ordered = new System.Collections.Generic.List<uint>(cellSet);
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ordered.Sort();
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foreach (uint cellId in ordered)
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{
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if (cellId == sp.CheckCellId) continue;
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var cell = engine.DataCache.GetCellStruct(cellId);
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// R2 guard: stale CellPhysics loaded for render but not physics.
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if (cell?.BSP?.Root is null) continue;
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// Transform sphere into THIS cell's local space. Mirrors the
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// primary-cell pattern at TransitionTypes.cs (FindEnvCollisions,
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// ~line 1413) AND the Bug B world-origin fix that decomposes
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// WorldTransform per cell so BSP Path-3 + Path-4 land write
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// world-space ContactPlanes.
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var localCenter = Vector3.Transform(footCenter, cell.InverseWorldTransform);
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var localCurrCenter = Vector3.Transform(sp.GlobalCurrCenter[0].Origin, cell.InverseWorldTransform);
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var localSphere = new DatReaderWriter.Types.Sphere
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{
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Origin = localCenter,
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Radius = sphereRadius,
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};
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DatReaderWriter.Types.Sphere? localSphere1 = null;
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if (sp.NumSphere > 1)
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{
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localSphere1 = new DatReaderWriter.Types.Sphere
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{
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Origin = Vector3.Transform(sp.GlobalSphere[1].Origin, cell.InverseWorldTransform),
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Radius = sp.GlobalSphere[1].Radius,
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};
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}
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System.Numerics.Quaternion cellRotation;
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Vector3 cellOrigin;
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if (!System.Numerics.Matrix4x4.Decompose(cell.WorldTransform, out _,
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out cellRotation, out cellOrigin))
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[other-cells] WARN cell 0x{cellId:X8} WorldTransform did not decompose — falling back to identity rotation"));
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cellRotation = System.Numerics.Quaternion.Identity;
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cellOrigin = cell.WorldTransform.Translation;
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}
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var result = BSPQuery.FindCollisions(
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cell.BSP.Root, cell.Resolved, this,
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localSphere, localSphere1, localCurrCenter,
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Vector3.UnitZ, 1.0f, cellRotation, engine,
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worldOrigin: cellOrigin);
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if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[other-cells] primary=0x{sp.CheckCellId:X8} iter=0x{cellId:X8} result={result}"));
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}
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if (ApplyOtherCellResult(result, out var halted))
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return halted;
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}
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return TransitionState.OK;
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}
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/// <summary>
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/// Phase A4 (2026-05-20). Combine helper for
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/// <see cref="CheckOtherCells"/>. Mirrors retail's switch at
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/// <c>acclient_2013_pseudo_c.txt:272739-272752</c>:
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/// Collided/Adjusted halt with <c>CollidedWithEnvironment</c>; Slid
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/// halts AND clears the contact-plane fields; OK continues.
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/// </summary>
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internal bool ApplyOtherCellResult(TransitionState result, out TransitionState finalState)
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{
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finalState = result;
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switch (result)
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{
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case TransitionState.Collided:
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case TransitionState.Adjusted:
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if (!ObjectInfo.State.HasFlag(ObjectInfoState.Contact))
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CollisionInfo.CollidedWithEnvironment = true;
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return true;
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case TransitionState.Slid:
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CollisionInfo.ContactPlaneValid = false;
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CollisionInfo.ContactPlaneIsWater = false;
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return true;
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default:
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return false;
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}
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}
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private TransitionState FindEnvCollisions(PhysicsEngine engine)
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private TransitionState FindEnvCollisions(PhysicsEngine engine)
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{
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{
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var sp = SpherePath;
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var sp = SpherePath;
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@ -0,0 +1,142 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Unit tests for the result-combine helper used by
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/// <see cref="Transition.CheckOtherCells"/>. The iteration / per-cell
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/// BSP-query parts are covered end-to-end by
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/// <see cref="FindEnvCollisionsMultiCellTests"/>; this file pins the
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/// retail-faithful halt semantics that
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/// <c>acclient_2013_pseudo_c.txt:272739-272752</c> spells out.
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/// </summary>
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public class TransitionCheckOtherCellsTests
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{
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private static Transition MakeTransition(bool contactFlag = false)
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{
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var t = new Transition();
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t.SpherePath.InitPath(Vector3.Zero, Vector3.Zero, cellId: 0xA9B40100u, sphereRadius: 0.48f);
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t.ObjectInfo.State = contactFlag ? ObjectInfoState.Contact : ObjectInfoState.None;
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// Pre-set CP fields to non-default so the Slid-clears-CP assertion
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// can detect the clear.
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t.CollisionInfo.ContactPlaneValid = true;
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t.CollisionInfo.ContactPlaneIsWater = true;
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return t;
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}
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[Fact]
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public void OK_ContinuesIteration_DoesNotMutate()
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{
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var t = MakeTransition();
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bool halt = t.ApplyOtherCellResult(TransitionState.OK, out var finalState);
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Assert.False(halt);
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Assert.Equal(TransitionState.OK, finalState);
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Assert.True(t.CollisionInfo.ContactPlaneValid);
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Assert.True(t.CollisionInfo.ContactPlaneIsWater);
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Assert.False(t.CollisionInfo.CollidedWithEnvironment);
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}
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[Fact]
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public void Collided_HaltsAndSetsCollidedWithEnvironment_WhenNotInContact()
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{
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var t = MakeTransition(contactFlag: false);
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bool halt = t.ApplyOtherCellResult(TransitionState.Collided, out var finalState);
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Assert.True(halt);
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Assert.Equal(TransitionState.Collided, finalState);
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Assert.True(t.CollisionInfo.CollidedWithEnvironment);
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}
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[Fact]
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public void Collided_DoesNotSetCollidedWithEnvironment_WhenInContact()
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{
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// Retail oracle gating: the CollidedWithEnvironment flip mirrors
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// the existing primary-cell behavior in FindEnvCollisions —
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// skipped when ObjectInfo.State has Contact bit set.
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var t = MakeTransition(contactFlag: true);
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bool halt = t.ApplyOtherCellResult(TransitionState.Collided, out var finalState);
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Assert.True(halt);
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Assert.Equal(TransitionState.Collided, finalState);
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Assert.False(t.CollisionInfo.CollidedWithEnvironment);
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}
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[Fact]
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public void Adjusted_HaltsAndSetsCollidedWithEnvironment_WhenNotInContact()
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{
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var t = MakeTransition(contactFlag: false);
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bool halt = t.ApplyOtherCellResult(TransitionState.Adjusted, out var finalState);
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Assert.True(halt);
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Assert.Equal(TransitionState.Adjusted, finalState);
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Assert.True(t.CollisionInfo.CollidedWithEnvironment);
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}
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[Fact]
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public void Slid_HaltsAndClearsContactPlaneFields()
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{
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// Retail oracle: acclient_2013_pseudo_c.txt:272746-272750
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// case 4:
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// this->collision_info.contact_plane_valid = 0;
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// this->collision_info.contact_plane_is_water = 0;
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// return result;
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var t = MakeTransition();
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Assert.True(t.CollisionInfo.ContactPlaneValid); // pre-condition
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Assert.True(t.CollisionInfo.ContactPlaneIsWater); // pre-condition
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bool halt = t.ApplyOtherCellResult(TransitionState.Slid, out var finalState);
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Assert.True(halt);
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Assert.Equal(TransitionState.Slid, finalState);
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Assert.False(t.CollisionInfo.ContactPlaneValid);
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Assert.False(t.CollisionInfo.ContactPlaneIsWater);
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}
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[Fact]
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public void CheckOtherCells_CellWithNullBspRoot_IsSkippedNoCrash()
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{
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// Iteration safety: a CellPhysics in the candidate set with
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// `BSP = null` (loaded for render but not physics) must be skipped,
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// not crash. Matches the spec's R2 guard at design §Edge cases E2.
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var cell = new CellPhysics
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{
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BSP = null, // <-- the guard target
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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};
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var engine = new PhysicsEngine();
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engine.DataCache = new PhysicsDataCache(); // PhysicsEngine has nullable DataCache
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// FindEnvCollisions has terrain probes downstream; populate a
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// minimal landblock so the cache + engine are coherent. The cell
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// we test against doesn't need a real landblock entry.
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var heights = new byte[81];
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Array.Fill(heights, (byte)0);
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var ht = new float[256];
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for (int i = 0; i < 256; i++) ht[i] = i * 1.0f;
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engine.AddLandblock(0xA9B4FFFFu, new TerrainSurface(heights, ht),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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engine.DataCache.RegisterCellStructForTest(0xA9B40157u, cell);
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var t = MakeTransition();
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var cellSet = new HashSet<uint> { 0xA9B40157u };
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// Call CheckOtherCells directly via the internal seam.
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var result = t.CheckOtherCells(engine, Vector3.Zero, 0.48f, cellSet);
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Assert.Equal(TransitionState.OK, result);
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}
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}
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