diff --git a/src/AcDream.Core/Physics/PhysicsEngine.cs b/src/AcDream.Core/Physics/PhysicsEngine.cs
index 08f062a..5d68e23 100644
--- a/src/AcDream.Core/Physics/PhysicsEngine.cs
+++ b/src/AcDream.Core/Physics/PhysicsEngine.cs
@@ -1,6 +1,5 @@
using System;
using System.Collections.Generic;
-using System.Linq;
using System.Numerics;
namespace AcDream.Core.Physics;
@@ -52,27 +51,6 @@ public sealed class PhysicsEngine
float WorldOffsetX,
float WorldOffsetY);
- ///
- /// UCG W2b doorway-hysteresis band (metres) added to the foot-sphere radius when deciding
- /// whether to HOLD the previous indoor cell at the indoor→outdoor seam. Must exceed the
- /// ~10 cm push-back oscillation at the threshold (handoff §5: front-door 0170↔0031) while
- /// still releasing on a genuine step-out. The single value the visual gate may tune.
- ///
- private const float DoorwayHoldMargin = 0.2f;
-
- ///
- /// UCG W2b: does the foot-sphere (at , inflated to
- /// ) overlap 's containment BSP? Returns false
- /// when the cell has no containment BSP (can't test ⇒ release, never hold forever).
- /// Retail: CCellStruct::sphere_intersects_cell (acclient_2013_pseudo_c.txt:317666).
- ///
- private static bool SphereOverlapsEnvCell(World.Cells.EnvCell cell, Vector3 worldPos, float radius)
- {
- if (cell.ContainmentBsp?.Root is null) return false;
- var local = Vector3.Transform(worldPos, cell.InverseWorldTransform);
- return BSPQuery.SphereIntersectsCellBsp(cell.ContainmentBsp.Root, local, radius);
- }
-
///
/// Register a landblock with its terrain surface, indoor cells, portal
/// planes, and world-space origin offset.
@@ -399,27 +377,6 @@ public sealed class PhysicsEngine
}
}
- // UCG W2b — retail find_cell_list do_not_load_cells prune
- // (acclient_2013_pseudo_c.txt:308829-308867). Retail drops from the candidate
- // cell-array any cell that is neither the current cell nor in its stab list
- // (VisibleCells). Adapted here as doorway hysteresis at the indoor→outdoor seam:
- // if the previous membership answer is an indoor cell and the outdoor candidate
- // is NOT in its stab list (outdoor landcells never are), HOLD the indoor cell
- // while the foot-sphere still overlaps that cell's containment BSP expanded by
- // DoorwayHoldMargin. The strict overlap check at the indoor branch (~line 340)
- // just released (the center was pushed past the wall), but the expanded test holds
- // us across the ~10 cm push-back oscillation at the threshold (handoff §5:
- // 0170↔0031). Releases on a genuine step-out — by then the bare overlap is also
- // false, so CheckBuildingTransit won't re-grab the cell next tick. Anti-ping-pong
- // the #98 saga never had; fires only at the front-door seam (the cellar has no
- // exit portal → it never falls through here → #98 cellar-up is untouched).
- if (DataCache?.CellGraph.CurrCell is World.Cells.EnvCell prevCell
- && !prevCell.StabList.Contains(outdoorCellId)
- && SphereOverlapsEnvCell(prevCell, worldPos, sphereRadius + DoorwayHoldMargin))
- {
- return SetCurrAndReturn(prevCell.Id);
- }
-
return SetCurrAndReturn(outdoorCellId);
}
}
diff --git a/tests/AcDream.Core.Tests/Physics/CellGraphMembershipTests.cs b/tests/AcDream.Core.Tests/Physics/CellGraphMembershipTests.cs
index 0801243..15faa9d 100644
--- a/tests/AcDream.Core.Tests/Physics/CellGraphMembershipTests.cs
+++ b/tests/AcDream.Core.Tests/Physics/CellGraphMembershipTests.cs
@@ -1,13 +1,10 @@
-using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.World.Cells;
-using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using Xunit;
using DatEnvCell = DatReaderWriter.DBObjs.EnvCell;
-using UcgCellPortal = AcDream.Core.World.Cells.CellPortal;
namespace AcDream.Core.Tests.Physics;
@@ -39,204 +36,4 @@ public class CellGraphMembershipTests
Assert.Equal(result, cache.CellGraph.CurrCell!.Id);
Assert.Equal(0xA9B40174u, cache.CellGraph.CurrCell!.Id);
}
-
- // ── UCG W2 Task 3 — stab-list doorway hysteresis tests ───────────────────
- //
- // Geometry: indoor cell 0xA9B40175 with a CellBSP splitting plane at Y=3.5,
- // normal (0,-1,0). The interior is Y ≤ 3.5 (positive side of the plane).
- //
- // SphereIntersectsCellBsp with radius=0.3 fails (returns false) when:
- // dist = dot((0,-1,0), center) + 3.5 = 3.5 - center.Y < -(0.3 + 0.01) = -0.31
- // i.e. center.Y > 3.81
- //
- // SphereIntersectsCellBsp with expanded radius=0.3+0.2=0.5 fails when:
- // center.Y > 3.5 + 0.51 = 4.01
- //
- // So the hysteresis band is Y ∈ (3.81, 4.01]:
- // - Strict check failed (falls through to outdoor)
- // - Expanded check passes (hold the indoor cell)
- //
- // Test positions:
- // Y=3.9 → strict fails, expanded holds → hysteresis HOLD
- // Y=4.5 → both fail → genuine step-out, RELEASE
- //
- // The landblock is registered at worldOffset=(0,0) so localX=worldPos.X,
- // localY=worldPos.Y. At X=0, Y=3.9: cx=0, cy=0 → lowCellId=1 →
- // outdoorCellId = 0xA9B40001.
- //
- // Retail anchor: CObjCell::find_cell_list do_not_load_cells prune
- // (acclient_2013_pseudo_c.txt:308829-308867).
-
- private const uint DoorwayIndoorId = 0xA9B40175u;
- private const uint DoorwayLbId = 0xA9B40000u;
- private const float SphereRadius = 0.3f;
- // Y at which strict check fails but expanded (margin=0.2) still holds.
- private static readonly Vector3 HoldPos = new(0f, 3.9f, 95f);
- // Y at which both strict and expanded fail (genuine step-out).
- private static readonly Vector3 ReleasedPos = new(0f, 4.5f, 95f);
-
- ///
- /// Builds the engine+cache+prevCell fixture shared by the three hysteresis tests.
- /// controls whether the outdoor candidate is in the stab list.
- /// controls whether CellGraph.CurrCell is pre-set to prev.
- /// Returns the engine, cache, and the EnvCell registered as the previous indoor membership.
- ///
- private static (PhysicsEngine engine, PhysicsDataCache cache, EnvCell prev)
- BuildDoorwayFixture(IReadOnlyList stabList, bool setCurrCell = true)
- {
- var cache = new PhysicsDataCache();
- var engine = new PhysicsEngine { DataCache = cache };
-
- // ── CellBSP: plane at Y=3.5 with normal (0,-1,0) ─────────────────
- // Interior is at Y ≤ 3.5 (positive-side leaf).
- // SphereIntersectsCellBsp(root, center, r) checks:
- // dist = dot((0,-1,0), center) + 3.5 = 3.5 - center.Y
- // if dist < -(r + 0.01) → sphere is fully outside → return false
- var cellBspLeaf = new CellBSPNode { Type = BSPNodeType.Leaf };
- var cellBspRoot = new CellBSPNode
- {
- SplittingPlane = new Plane(new Vector3(0f, -1f, 0f), 3.5f),
- PosNode = cellBspLeaf,
- };
- var cellBsp = new CellBSPTree { Root = cellBspRoot };
-
- // ── CellPhysics registered for the indoor sphere-check branch ─────
- // This is what ResolveCellId's indoor branch looks up via GetCellStruct.
- // We set CellBSP to cellBsp so the overlap test uses it.
- var indoorCell = new CellPhysics
- {
- BSP = new PhysicsBSPTree { Root = new PhysicsBSPNode { Type = BSPNodeType.Leaf } },
- WorldTransform = Matrix4x4.Identity,
- InverseWorldTransform = Matrix4x4.Identity,
- Resolved = new Dictionary(),
- CellBSP = cellBsp,
- Portals = Array.Empty(),
- PortalPolygons = new Dictionary(),
- VisibleCellIds = new System.Collections.Generic.HashSet(),
- };
- cache.RegisterCellStructForTest(DoorwayIndoorId, indoorCell);
-
- // ── EnvCell in the CellGraph with the same ContainmentBsp ─────────
- // This is what the hysteresis prune reads from CellGraph.CurrCell.
- // We use the SAME cellBsp instance so the test geometry is consistent.
- var prev = new EnvCell(
- id: DoorwayIndoorId,
- worldTransform: Matrix4x4.Identity,
- inverseWorldTransform: Matrix4x4.Identity,
- localBoundsMin: new Vector3(-20f, -20f, -20f),
- localBoundsMax: new Vector3(20f, 20f, 20f),
- portals: Array.Empty(),
- stabList: stabList,
- seenOutside: true,
- containmentBsp: cellBsp);
-
- cache.CellGraph.Add(prev);
- if (setCurrCell)
- cache.CellGraph.CurrCell = prev;
-
- // ── Stub landblock: terrain far below, worldOffset=(0,0) ──────────
- // worldPos.X, worldPos.Y map directly to localX, localY.
- // At X=0, Y=3.9: cx=0, cy=0 → lowCellId=1 → outdoorCellId=0xA9B40001.
- var heights = new byte[81];
- var heightTable = new float[256];
- for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
- var stubTerrain = new TerrainSurface(heights, heightTable);
- engine.AddLandblock(
- landblockId: DoorwayLbId,
- terrain: stubTerrain,
- cells: Array.Empty(),
- portals: Array.Empty(),
- worldOffsetX: 0f,
- worldOffsetY: 0f);
-
- return (engine, cache, prev);
- }
-
- ///
- /// UCG W2 Task 3 — HOLD (the RED→GREEN test).
- ///
- /// Position Y=3.9 is inside the hysteresis band:
- /// - The strict overlap check (radius=0.3) fails → indoor branch falls through to outdoor.
- /// - The expanded check (radius=0.3+0.2=0.5) still passes → hold the indoor cell.
- /// - The outdoor candidate (0xA9B40001) is NOT in the stab list → prune fires.
- ///
- /// Expected: ResolveCellId returns 0xA9B40175 (held indoor).
- /// Before the fix: returns 0xA9B40001 (outdoor — ping-pong side).
- /// After the fix: returns 0xA9B40175 (held indoor — anti-ping-pong).
- ///
- /// Retail anchor: CObjCell::find_cell_list do_not_load_cells prune
- /// (acclient_2013_pseudo_c.txt:308829-308867).
- ///
- [Fact]
- public void ResolveCellId_DoorwayHysteresis_HoldsIndoorWhenInsideMargin()
- {
- var (engine, _, _) = BuildDoorwayFixture(
- stabList: Array.Empty(),
- setCurrCell: true);
-
- uint result = engine.ResolveCellId(HoldPos, SphereRadius, DoorwayIndoorId);
-
- Assert.Equal(DoorwayIndoorId, result);
- }
-
- ///
- /// UCG W2 Task 3 — RELEASE when fully outside (genuine step-out).
- ///
- /// Position Y=4.5 exceeds the expanded margin (4.01) — both the strict
- /// and expanded overlap checks fail. The prune must NOT hold — the player
- /// genuinely stepped out.
- ///
- /// Expected: ResolveCellId returns an outdoor cell id (low 16 bits < 0x100)
- /// that is NOT 0xA9B40175.
- ///
- [Fact]
- public void ResolveCellId_DoorwayHysteresis_ReleasesWhenFullyOutside()
- {
- var (engine, _, _) = BuildDoorwayFixture(
- stabList: Array.Empty(),
- setCurrCell: true);
-
- uint result = engine.ResolveCellId(ReleasedPos, SphereRadius, DoorwayIndoorId);
-
- // Must be an outdoor cell (low 16 bits < 0x100) and not the indoor cell.
- Assert.NotEqual(DoorwayIndoorId, result);
- Assert.True((result & 0xFFFFu) < 0x100u,
- $"Expected an outdoor cell (low 16 < 0x100), got 0x{result:X8}");
- }
-
- ///
- /// UCG W2 Task 3 — RELEASE when candidate is visible (stab-list gate).
- ///
- /// The prune only fires when the outdoor candidate is NOT in the previous
- /// indoor cell's stab list. If the candidate IS in the stab list (genuinely
- /// visible from the indoor cell), the transition should proceed normally —
- /// hysteresis must not block it.
- ///
- /// Expected: ResolveCellId returns the outdoor cell id even though Y=3.9
- /// is inside the hysteresis band.
- ///
- [Fact]
- public void ResolveCellId_DoorwayHysteresis_ReleasesWhenCandidateIsInStabList()
- {
- // Step 1: determine the outdoor id the engine picks at Y=3.9
- // by running with CurrCell=null (no hysteresis).
- var (engineNull, _, _) = BuildDoorwayFixture(
- stabList: Array.Empty(),
- setCurrCell: false);
- uint outdoorId = engineNull.ResolveCellId(HoldPos, SphereRadius, DoorwayIndoorId);
-
- // Sanity: must be outdoor (low 16 < 0x100).
- Assert.True((outdoorId & 0xFFFFu) < 0x100u,
- $"Expected outdoor fallback id (low 16 < 0x100), got 0x{outdoorId:X8}");
-
- // Step 2: build a fresh fixture with the outdoor id IN the stab list.
- var (engine, _, _) = BuildDoorwayFixture(
- stabList: new uint[] { outdoorId },
- setCurrCell: true);
-
- uint result = engine.ResolveCellId(HoldPos, SphereRadius, DoorwayIndoorId);
-
- // Stab-list gate: outdoor candidate is visible → prune must NOT hold.
- Assert.Equal(outdoorId, result);
- }
}