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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@ -974,6 +974,22 @@ public sealed class PhysicsEngine
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transition.SpherePath.InitPath(currentPos, targetPos, cellId, sphereRadius, sphereHeight);
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// #145: supply the carried cell-relative frame anchor to the outdoor
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// membership pick. body.Position - body.CellPosition.Frame.Origin is the TRUE
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// landblock world origin, correct even for an UNSTREAMED neighbour — replacing
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// the terrain-registry origin that returns (0,0) and marches the cell id one
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// landblock per tick (the #145 far-town cascade). Engaged only for a SEEDED
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// OUTDOOR body whose carried landblock matches the resolve cell (the controller
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// passes body.CellPosition.ObjCellId for the outdoor case, so they agree);
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// null otherwise → legacy TryGetTerrainOrigin for NPCs/tests/indoor.
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transition.SpherePath.CarriedBlockOrigin =
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body is not null
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&& (cellId & 0xFFFFu) is >= 1u and <= 0x40u // resolve cell is an outdoor landcell
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&& (body.CellPosition.ObjCellId & 0xFFFFu) is >= 1u and <= 0x40u // carried cell is outdoor (seeded)
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&& (cellId >> 16) == (body.CellPosition.ObjCellId >> 16) // same landblock → anchor consistent
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? body.Position - body.CellPosition.Frame.Origin
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: null;
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if (isOnGround && body is not null
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&& body.WalkablePolygonValid
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&& body.WalkableVertices is { Length: >= 3 })
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