Revert "fix(physics): TS-4 retired — Path-6 steep-poly shortcut deleted"
This reverts commit 5e2be19b4e.
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5 changed files with 156 additions and 254 deletions
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@ -1979,17 +1979,6 @@ public static class BSPQuery
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FindWalkableInternal(root, resolved, path, ref validPos, movement, localSpaceZ,
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ref hitPoly, ref _hitPolyId, ref changed);
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// #116 shape-2 instrumentation (Campaign P final physics slice,
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// 2026-07-30; docs/research/2026-07-30-ts4-116-oracle-plan.md
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// §3.3 step 1): names whether Path 4's find_walkable probe found
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// a candidate for this specific poly set, settling the D4
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// first-airborne-frame routing question without a live cdb trace.
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if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[path4-diag] changed={changed} hitPoly={(hitPoly is not null)}"));
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}
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if (changed && hitPoly is not null)
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{
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// ACE: var offset = LocalToGlobalVec(validPos.Center - localSphere.Center) * scale
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@ -2207,35 +2196,57 @@ public static class BSPQuery
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var worldNormal0 = L2W(hitPoly0!.Plane.Normal);
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// TS-4 RETIRED (Campaign P final physics slice, 2026-07-30;
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// docs/research/2026-07-30-ts4-116-oracle-plan.md §1, §4 item 2).
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// The L.4 steep-poly slide-tangent shortcut that used to live
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// here (worldNormal0.Z < FloorZ → project-and-Slid,
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// SetCollisionNormal + SetSlidingNormal) is deleted. Retail's
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// BSP layer never differentiates by slope here — it calls
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// SetCollide unconditionally for every hit, steep or shallow
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// (acclient_2013_pseudo_c.txt:323783-323821, 0x0053a793;
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// no steepness test at this layer at all), and never writes
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// collision_info.sliding_normal from the BSP/sphere layer —
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// only validate_transition (0x0050ac21/0x0050aa70) does.
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// L.4 slide-tangent for steep airborne hits (2026-04-30).
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//
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// The decisive confirming run (Ts4SteepRoofWedgeCaptureTests):
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// with the shortcut removed, a steep-roof fall carrying a
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// small residual horizontal velocity (the realistic case —
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// WASD input, jump momentum) converges cleanly to the flat
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// floor with no freeze
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// (FallOntoSteepSlope_WithHorizontalVelocity_...). Only the
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// DEGENERATE pure-vertical drop (zero horizontal velocity)
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// still freezes — and that freeze is retail-faithful too
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// (see the pinned FallOntoSteepSlope_NeverFreezesFor... test
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// and AD-56 for the mechanism: AdjustOffset's crease
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// projection, Cross(ContactPlane.Normal, SlidingNormal), is
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// mathematically orthogonal to a purely-Z input offset,
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// crushing it to zero every tick and short-circuiting before
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// TransitionalInsert runs again — present identically in the
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// raw decomp, ACE's port, and this port).
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// For polygons too steep to walk on (worldNormal.Z < FloorZ),
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// skip the SetCollide → Path-4 → ContactPlane landing chain.
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// That chain commits the body to the steep surface, leading
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// to the "stuck in falling animation on the roof" bug — once
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// grounded with a steep ContactPlane, our step_up_slide /
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// cliff_slide / edge_slide chain can't produce smooth
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// descent and the body wedges or "falls a bit at a time"
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// when bumped.
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//
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// ─── SetCollide response (unconditional, retail-faithful) ──
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// Instead: project the move along the steep face (remove
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// the into-wall displacement), set CollisionNormal +
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// SlidingNormal, return Slid. Same shape as Path 5's
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// step-up fallback (line 1545-1547) and CylinderCollision
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// (TransitionTypes.cs:1518-1522). Position is updated in-
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// place; on the next resolver iteration the sphere is
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// outside the poly, FindCollisions returns OK, and
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// ValidateTransition commits the new position. Body stays
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// airborne, falling animation continues, and gravity's
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// tangent component drifts the body downhill until it
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// slides off the slope's edge.
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//
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// This is a deliberate deviation from retail (retail uses
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// SetCollide unconditionally and lets find_walkable +
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// step_up_slide produce the slide). Validated against
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// retail debugger trace 2026-04-30: retail body did not
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// wedge; our retail-faithful port DID wedge because we're
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// missing implementation details of the step_up_slide /
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// cliff_slide chain on grounded-steep movement. The
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// slide-tangent here produces user-acceptable behavior
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// (slides off naturally) while the deeper chain port is
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// researched. Filed as L.5+ followup for retail-strict.
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if (worldNormal0.Z < PhysicsGlobals.FloorZ)
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{
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Vector3 currWorld = path.GlobalCurrCenter[0].Origin;
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Vector3 endWorld = path.GlobalSphere[0].Origin;
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Vector3 gDelta = endWorld - currWorld;
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float diff = Vector3.Dot(worldNormal0, gDelta);
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if (diff < 0f)
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path.AddOffsetToCheckPos(-worldNormal0 * diff);
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collisions.SetCollisionNormal(worldNormal0);
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collisions.SetSlidingNormal(worldNormal0);
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// L.2d slice 1 (2026-05-13): diagnostic side-channel.
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if (PhysicsDiagnostics.ProbeBuildingEnabled || PhysicsDiagnostics.ProbeIndoorBspEnabled)
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PhysicsDiagnostics.LastBspHitPoly = hitPoly0;
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return TransitionState.Slid;
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}
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// ─── SetCollide response (shallow / walkable) ───────────
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// Per retail (acclient_2013_pseudo_c.txt:323783-323821).
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path.SetCollide(worldNormal0);
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path.WalkableAllowance = PhysicsGlobals.LandingZ;
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