fix(G.3): relocate the player entity to its CELL landblock indoors, not position-derived (#133)

After the dungeon-collapse fix the local player avatar stopped rendering: the
per-frame RelocateEntity moved the player entity to its position-derived landblock
floor(pp/192), which for a dungeon's negative-local-Y cell is the off-by-one (0,6)
— the very landblock the collapse unloads. So the player entity sat in an unloaded
landblock and was never drawn (the dungeon itself, in 0x0007, rendered fine).

Fix: when the player is in an indoor cell (CellId low word >= 0x0100), relocate to
the cell's OWN landblock (CellId >> 16), matching the streaming-collapse pin. The
cell id is authoritative for ocean-placed dungeon geometry. Outdoor entities keep
the position-derived path.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-14 09:52:01 +02:00
parent 2561918a70
commit 53e22a350d

View file

@ -7073,10 +7073,24 @@ public sealed class GameWindow : IDisposable
// so it doesn't get frustum-culled when the player walks away from
// the spawn landblock. Without this, the entity stays in the spawn
// landblock's entity list and disappears when that landblock is culled.
var pp = _playerController.Position;
int plx = _liveCenterX + (int)System.Math.Floor(pp.X / 192f);
int ply = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f);
uint currentLb = (uint)((plx << 24) | (ply << 16) | 0xFFFF);
uint currentLb;
if (result.CellId != 0 && (result.CellId & 0xFFFFu) >= 0x0100u)
{
// Indoor cell (dungeon/building EnvCell): the entity's landblock is
// the CELL's landblock. Dungeon EnvCells sit at arbitrary "ocean"
// world coords with negative local-Y, so floor(pp.Y/192) lands one
// landblock off (the Bug-A class) — relocating the player into the
// landblock the dungeon collapse unloaded, making the avatar
// invisible. The cell id is authoritative.
currentLb = (result.CellId & 0xFFFF0000u) | 0xFFFFu;
}
else
{
var pp = _playerController.Position;
int plx = _liveCenterX + (int)System.Math.Floor(pp.X / 192f);
int ply = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f);
currentLb = (uint)((plx << 24) | (ply << 16) | 0xFFFF);
}
_worldState.RelocateEntity(pe, currentLb);
}