fix(physics #145): Slice 3 — carried-anchor membership; closes the far-town cascade
The outdoor membership pick derived the landblock origin from the terrain registry, which returns (0,0) for an UNSTREAMED neighbour — so a fresh far-town teleport at a landblock edge marched the cell id one block per physics tick (the cascade; the 17410 ACE rejects is its wire artifact). Fix: thread the CARRIED cell-relative frame anchor (body.Position - body.CellPosition.Frame.Origin) into the pick via SpherePath.CarriedBlockOrigin. That anchor IS the true landblock world origin, correct even for an unstreamed neighbour, so the pick re-derives the SAME (consistent) cell and never marches. - CellTransit.FindCellSet/BuildCellSetAndPickContaining: Vector3? carriedBlockOrigin (null default = legacy TryGetTerrainOrigin → every existing caller/test untouched). - PhysicsEngine.ResolveWithTransition: set the anchor from a SEEDED OUTDOOR body whose carried landblock matches the resolve cell (else null → legacy). - PlayerMovementController.SetPosition: 3-arg overload seeds CellPosition from the wire's (cell, local) via SnapToCell; 2-arg delegates with cellLocal=pos (anchor (0,0,0) == legacy → zero test churn). - GameWindow.CellLocalForSeed: the placement seam (_liveCenter used ONCE here to derive the cell-local; physics carries it forward without _liveCenter). Regression: TeleportFarTownRunawayTests (south + east edge, unstreamed neighbour). Core 1529 / App 480, zero regressions. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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6 changed files with 147 additions and 13 deletions
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@ -792,8 +792,22 @@ public sealed class PlayerMovementController
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}
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public void SetPosition(Vector3 pos, uint cellId)
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// #145: tests + legacy callers run in the world==block-local frame (no
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// streaming center), so the cell-local seed IS the world position. This
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// makes the carried anchor (body.Position − CellPosition.Origin) == (0,0,0),
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// identical to the legacy Zero terrain-origin fallback → behaviour unchanged.
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=> SetPosition(pos, cellId, pos);
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/// <summary>
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/// Server-snap / teleport placement. <paramref name="cellLocal"/> is the
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/// LANDBLOCK-relative position (the wire's local, or world − landblock origin)
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/// which seeds the body's cell-relative <c>CellPosition</c> WITHOUT any streaming
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/// center (#145). A teleport is a large jump, so this snaps the cell frame
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/// directly via <c>SnapToCell</c> rather than delta-syncing through the setter.
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/// </summary>
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public void SetPosition(Vector3 pos, uint cellId, Vector3 cellLocal)
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{
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_body.Position = pos;
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_body.SnapToCell(cellId, pos, cellLocal);
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_prevPhysicsPos = pos;
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_currPhysicsPos = pos;
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UpdateCellId(cellId, "teleport");
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