feat(render) Campaign FW1: the degrade-level BSP gate kills the wrong punches
The offline degrade probe proved the mechanism: every Holtburg building carries PORT nodes ONLY in its level-0 GfxObj (out to ~24-48 m); every degraded level has zero. Retail walks the CURRENT degrade level BSP (part->gfxobj[deg_level]) - that is what limits look-in punches to the nearest buildings. WalkBuilding gains the degrade ladder + SelectDrawingBsp (band pick; UpdateViewerDistance hysteresis is a port TODO), the walk selects per viewer distance, the adapter builds per-level BSPs, and the stab-list load rule (CLandBlock::init_buildings @0052fd80: a full-res block loads exactly its buildings portal stab cells) replaces load-everything in the landscape builder. The sweep now shows clean rosters with all far-building punches gone; remaining deltas: the near buildings 001a/0022 (50 m/28 m center distance vs the 48 m band edge - sphere-adjusted distance/hysteresis to port) and the one ring-1 frustum boundary pair (aab50002/a9b3003c). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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8 changed files with 90 additions and 12 deletions
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@ -50,6 +50,7 @@ public sealed class RetailFrameWalkTests
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public float ViewportHeight => 480f;
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public Vector3 ViewpointInBuilding(WalkBuilding building) => Vector3.Zero;
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public float ViewerDistanceTo(WalkBuilding building) => 0f;
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public IWalkFrameContext CellContext => this;
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// Permissive near plane: every column wholly inside.
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public WalkPlane CyPlane => new(new Vector3(0, 0, 1), 0f);
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@ -48,6 +48,7 @@ public sealed class WalkBuildingPortalTests
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public float ViewportHeight => 480f;
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public Vector3 ViewpointInBuilding(WalkBuilding building) => Vector3.Zero;
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public float ViewerDistanceTo(WalkBuilding building) => 0f;
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public IWalkFrameContext CellContext => this;
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public int ClipBuildingPolygon(
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@ -108,9 +108,31 @@ public static class WalkLandscapeDatBuilder
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int cellIndex = (int)(entry.Building.PositionCellId & 0xFFFFu) - 1;
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if (cellIndex >= 0 && cellIndex < 64)
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block.CellBuildings[cellIndex] = entry.Building;
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// Retail's loaded-interior rule (CLandBlock::init_buildings
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// @0052fd80 → add_to_stablist → grab_visible_cells): a
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// full-res block loads exactly its buildings' portal
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// stab cells — NOT every interior. The flood halts at
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// unloaded cells (GetVisible null), which is what
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// limits retail's look-in punches to nearby doorways.
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foreach (WalkBldPortal portal in entry.Building.Portals)
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{
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if (portal.OtherCellId != 0xFFFFFFFFu
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&& !cells.ContainsKey(portal.OtherCellId))
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{
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WalkCell? c = WalkWorldDatAdapter.BuildCell(
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dats, portal.OtherCellId, blockOffset);
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if (c is not null) cells[c.CellId] = c;
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}
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foreach (uint stab in portal.StabList)
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{
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if (cells.ContainsKey(stab)) continue;
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WalkCell? c = WalkWorldDatAdapter.BuildCell(
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dats, stab, blockOffset);
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if (c is not null) cells[c.CellId] = c;
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}
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}
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}
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WalkWorldDatAdapter.BuildInteriorCells(
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dats, landblockId, blockOffset, cells);
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}
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landscape.Blocks[gx * midWidth + gy] = block;
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}
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@ -24,13 +24,7 @@ public sealed class WalkLookInGateSweepTests
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public void Emit(in WalkEvent walkEvent) => Events.Add(walkEvent);
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}
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[Fact(Skip = "Adjudicated 2026-08-30: NO gate decode reproduces retail, and "
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+ "the join diagnostic proves the data is right — the missing mechanism "
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+ "is CEnvCell::GetVisible's LOADED-interior-cell gate (retail punched "
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+ "only the two buildings nearest the player; their interiors were "
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+ "loaded, farther ones were not; the replay loads everything). Port "
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+ "the interior load radius (landcell stab-list pull around the "
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+ "player) and re-run this sweep to pin the plane/side decode.")]
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[Fact]
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public void Sweep_the_lookin_gate_decodes_against_the_street_fixture()
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{
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string? datDir = CornerFloodReplayTests.ResolveDatDir();
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@ -112,6 +112,10 @@ public sealed class WalkTraceReplayContext : IWalkFrameContext, IRetailFrameWalk
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public Vector3 ViewpointInBuilding(WalkBuilding building)
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=> Vector3.Transform(WorldViewpoint, Buildings[building].InverseWorldTransform);
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public float ViewerDistanceTo(WalkBuilding building)
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=> Vector3.Distance(
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WorldViewpoint, Buildings[building].WorldTransform.Translation);
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public int ClipBuildingPolygon(
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WalkBuilding building, WalkPolygon polygon, int side, Span<WalkScreenPoint> output)
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{
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@ -148,8 +148,26 @@ public static class WalkWorldDatAdapter
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}
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WalkBspNode? bsp = null;
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var degradeLevels = new List<WalkBuildingDegradeLevel>();
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if (dats.Get<GfxObj>(buildingInfo.ModelId) is GfxObj gfxObj)
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{
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bsp = ConvertDrawingBsp(gfxObj, gfxObj.DrawingBSP?.Root);
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if (gfxObj.DIDDegrade != 0
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&& dats.Get<GfxObjDegradeInfo>(gfxObj.DIDDegrade)
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is GfxObjDegradeInfo degradeInfo)
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{
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foreach (GfxObjInfo level in degradeInfo.Degrades)
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{
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WalkBspNode? levelBsp = null;
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if (level.Id != 0
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&& dats.Get<GfxObj>((uint)level.Id) is GfxObj levelGfx)
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{
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levelBsp = ConvertDrawingBsp(levelGfx, levelGfx.DrawingBSP?.Root);
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}
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degradeLevels.Add(new WalkBuildingDegradeLevel(level.MaxDist, levelBsp));
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}
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}
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}
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Matrix4x4 worldTransform =
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Matrix4x4.CreateFromQuaternion(buildingInfo.Frame.Orientation)
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@ -161,6 +179,7 @@ public static class WalkWorldDatAdapter
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PositionCellId = positionCellId,
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Portals = portals,
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DrawingBsp = bsp,
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DegradeLevels = degradeLevels.ToArray(),
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},
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worldTransform,
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inverse));
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