feat(render) Campaign FW1: port the exact retail degrade selection
UpdateViewerDistance @0x0050e030 + get_degrade @0x0051e4b0 ported with live-pinned globals: distance measured to the part SCALED SORT CENTER, effective = max(0, dist - s_rDegradeDistance [live 100]), level = first with effective < IdealDist (the live auto_update_deg_mul<=0 arm), else the last level. WalkBuildingDegradeLevel carries the full authored bands; the adapter fills sort centers; the replay context measures to the transformed sort center. Sweep state after the rule: the level-0 building set is now correct; the residual divergence is the per-portal side/clip gate (my arms punch a near-complement of retail two) - the sweep driver carries the next instrument in its Skip note. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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4 changed files with 41 additions and 17 deletions
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@ -24,12 +24,14 @@ 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 = "FW1 adjudication driver (2026-08-30 state): the degrade-level "
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+ "BSP gate killed every wrong punch — remaining deltas are the near "
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+ "buildings 001a/0022 (50/28 m center distance vs the 48 m level-0 "
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+ "band: port UpdateViewerDistance's sphere-adjusted distance + "
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+ "hysteresis) and the ring-1 frustum boundary pair "
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+ "(aab50002 extra / a9b3003c missing). Re-enable to re-adjudicate.")]
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[Fact(Skip = "FW1 adjudication driver (2026-08-30 final state): with the "
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+ "exact get_degrade rule (slack 100, ideal thresholds, sort-center "
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+ "distance) the level-0 set is correct — the residual divergence is "
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+ "the per-portal side/clip gate: my arms punch {0017,001e,0026,0036}, "
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+ "retail punched exactly {001a,0022} — a near-complement suggesting "
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+ "one more polarity at the building-portal gate. Next instrument: "
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+ "per-portal dump for 001a (retail punches) vs 001e (retail doesn't): "
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+ "side values, plane orientation, eye side, clip result per arm.")]
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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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@ -114,7 +114,8 @@ public sealed class WalkTraceReplayContext : IWalkFrameContext, IRetailFrameWalk
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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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WorldViewpoint,
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Vector3.Transform(building.SortCenter, Buildings[building].WorldTransform));
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public int ClipBuildingPolygon(
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WalkBuilding building, WalkPolygon polygon, int side, Span<WalkScreenPoint> output)
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@ -148,10 +148,12 @@ public static class WalkWorldDatAdapter
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}
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WalkBspNode? bsp = null;
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Vector3 sortCenter = Vector3.Zero;
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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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sortCenter = new Vector3(gfxObj.SortCenter.X, gfxObj.SortCenter.Y, gfxObj.SortCenter.Z);
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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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@ -164,7 +166,7 @@ public static class WalkWorldDatAdapter
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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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degradeLevels.Add(new WalkBuildingDegradeLevel(level.MinDist, level.IdealDist, level.MaxDist, levelBsp));
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}
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}
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}
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@ -180,6 +182,7 @@ public static class WalkWorldDatAdapter
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Portals = portals,
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DrawingBsp = bsp,
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DegradeLevels = degradeLevels.ToArray(),
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SortCenter = sortCenter,
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},
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worldTransform,
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inverse));
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