fix(test): A6.P3 slice 1 T3 — code-review nits

Code-review feedback on commit 36975ef:
  - Remove redundant SetCheckPos call in BuildGroundedTransition
    (InitPath already set CheckPos to begin; the second call was a
    no-op that misled readers into thinking it was load-bearing).
  - Correct the class-level fixture-pattern attribution: pattern is
    a blend of FindEnvCollisionsMultiCellTests (engine+DataCache
    setup) and IndoorWalkablePlaneTests (sphere radius 0.48f +
    BuildCellWithFloor pattern). Comment was misleading by naming
    only the first.

Test still fails today with 'got 60. Finding 2 fix not complete.'
No functional change.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-22 08:54:43 +02:00
parent 36975ef014
commit a32f56955d

View file

@ -26,9 +26,12 @@ namespace AcDream.Core.Tests.Physics;
/// </para>
///
/// <para>
/// Template: fixture pattern matches <see cref="FindEnvCollisionsMultiCellTests"/>
/// (engine + DataCache + RegisterCellStructForTest + AddLandblock + MakeGroundedTransition).
/// Tested cell cell ID 0xA9B40166 (low 16 bits = 0x0166 ≥ 0x0100 → indoor branch fires).
/// Fixture pattern is a blend of <see cref="FindEnvCollisionsMultiCellTests"/>
/// (engine + DataCache + <c>RegisterCellStructForTest</c> + <c>AddLandblock</c> setup)
/// and <see cref="IndoorWalkablePlaneTests"/> (sphere radius 0.48f matching
/// <c>TryFindIndoorWalkablePlane</c>'s probe thresholds + <c>BuildCellWithFloor</c>
/// floor polygon pattern).
/// Tested cell ID 0xA9B40166 (low 16 bits = 0x0166 ≥ 0x0100 → indoor branch fires).
/// </para>
///
/// <para>
@ -186,7 +189,9 @@ public class IndoorContactPlaneRetentionTests
{
var t = new Transition();
t.SpherePath.InitPath(worldPos, worldTarget, cellId, SphereRadius);
t.SpherePath.SetCheckPos(worldPos, cellId);
// InitPath above already set CheckPos = begin; no second SetCheckPos
// needed because this test doesn't move the sphere from begin to a
// different destination (unlike multi-cell tests that walk a path).
// Grounded state — mirrors BSPStepUpFixtures.MakeGroundedTransition.
t.ObjectInfo.State = ObjectInfoState.Contact | ObjectInfoState.OnWalkable;