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2 commits

Author SHA1 Message Date
Erik
069534a372 feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit
Closes the outdoor→indoor entry path. New BuildingPhysics type holds
the per-SortCell BldPortal list + building world transform; PhysicsDataCache
caches it (CacheBuilding + GetBuilding); CellTransit.CheckBuildingTransit
tests each portal's destination cell via PointInsideCellBsp.

PhysicsEngine.ResolveCellId's outdoor branch now hooks CheckBuildingTransit
after the terrain-grid lookup: if the matched landcell has a cached
building stab, check whether the sphere has crossed into one of its
interior EnvCells before returning.

GameWindow at landblock-load time iterates LandBlockInfo.Buildings and
caches each via PhysicsDataCache.CacheBuilding. The landcell-id derivation
uses retail's row-major cell-index formula (gridX * 8 + gridY + 1).

Polish items from Subagent B/C reviews folded in:
- visited HashSet in FindCellList's BFS (avoids O(N^2) re-enqueue)
- ResolveCellId_NoDataCache_ReturnsFallback test (closes coverage gap)
- DataCache-asymmetry comment in PhysicsEngine.ResolveCellId
- Replaced misleading FindCellList outdoor-branch TODO with explicit
  note that ResolveCellId bypasses this branch — wired in ResolveCellId
  directly.
- Removed unused 'using DatReaderWriter.Types;' from CellTransit.cs
- 2 new CellTransitFindCellListTests integration tests
- 1 new CellTransitCheckBuildingTransitTests test (null-CellBSP guard
  case; happy path deferred to visual verification).

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:34:38 +02:00
Erik
aad697602e feat(physics): Phase 2 — port CellTransit + wire into ResolveCellId
New CellTransit static class ports retail's portal-graph cell traversal:
- FindTransitCellsSphere — indoor portal-neighbour walk
- AddAllOutsideCells     — outdoor 24m grid expansion
- FindCellList           — top-level driver (BFS through portals;
                           PointInsideCellBsp for final containment)

PhysicsEngine.ResolveOutdoorCellId renamed to ResolveCellId. Body
rewritten: indoor seeds delegate to CellTransit.FindCellList (portal-
graph BFS + BSP containment test); outdoor seeds keep the landblock
terrain grid lookup from the original implementation (preserving the
L.2e prefix-preservation fix). Signature extended with sphereRadius
parameter (needed by the sphere-vs-portal-plane test). Three call
sites updated (PhysicsEngine x2, TransitionTypes x1).

BSPQuery.PointInsideCellBsp retyped from PhysicsBSPNode? to CellBSPNode?
— the function operates on the cell-BSP tree (CellPhysics.CellBSP.Root
is a CellBSPNode). The previous PhysicsBSPNode typing was dead code, so
retype is safe.

Deletes the Phase D ResolveOutdoorCellIdTests.cs file. New ResolveCellIdTests
covers the equivalent contracts (fallback zero, outdoor seed with no
landblock).

Outdoor->indoor entry (check_building_transit) is stubbed pending the
BuildingPhysics infrastructure landing in the next commit.

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:14:04 +02:00