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Author SHA1 Message Date
Erik
7078264291 fix(phys): #106 — outdoor membership crosses landblock boundaries (LandDefs global-lcoord port)
The player's outdoor cell froze at the last in-block cell the moment they
walked over a landblock boundary (10,449-frame playerCell freeze in the
2026-06-09 capture; whole neighbouring-block interiors unenterable, plus
the running-distortion from the stale render anchor). Root cause: the
add_all_outside_cells port clamped BOTH the candidate proposal and the
find_cell_list containing-cell pick to the current landblock's 8x8 grid,
in a frame that silently assumed the current block sits at world origin.
One step over the line -> zero candidates -> FindCellSet returns
currentCellId forever.

Retail has no such clamp. Its cell math runs in a GLOBAL landcell grid
(lcoord 0..2039 spanning the map): get_outside_lcoord = blockid_to_lcoord
+ floor(blockLocalPos/24) with no bounds besides the map edge, and
lcoord_to_gid re-derives the landblock id from the lcoord's upper bits —
crossings are inherent, never special-cased.

The fix, decomp-cited throughout:
- New AcDream.Core.Physics.LandDefs: in_bounds (pc:68509),
  blockid_to_lcoord (pc:68520), inbound_valid_cellid (pc:163438),
  gid_to_lcoord (pc:163500), lcoord_to_gid (pc:171859),
  get_outside_lcoord (pc:438690), adjust_to_outside (pc:438719).
  Cross-checked against ACE LandDefs.cs; three artifacts documented and
  avoided: BN's int8_t mis-render of block_y, BN's dropped 192f
  BlockLength constant, and ACE add_cell_block's "FIXME!" same-block
  guard (an ACE divergence, not retail).
- CellTransit.AddAllOutsideCells rewritten as the faithful sphere
  variant (pc:317499 @0x00533630): adjust_to_outside re-seats the
  (cell, position) pair cross-block, check_add_cell_boundary (pc:317229)
  adds up to 3 neighbours by global lcoord, add_outside_cell (pc:317056)
  has no same-block filter. adjust_to_outside failure breaks the sphere
  loop (pc:533699 verbatim).
- BuildCellSetAndPickContaining: the outdoor containing-cell pick is now
  the global XY-column under the sphere centre (AdjustToOutside), not
  the [0,8)-clamped current-prefix reconstruction. Interior-wins order
  and current-cell-first hysteresis unchanged.
- World->block-local frame conversion via the landblock origin already
  registered in CellGraph (new TryGetTerrainOrigin); Zero fallback
  preserves the legacy anchor-block assumption for unregistered terrain.
- Cross-landblock building entry comes free: the candidate snapshot now
  contains neighbour-block landcells, so GetBuilding/CheckBuildingTransit
  fire for cottages across the line (the capture's one failing entry).

Investigated FIRST per the pickup brief: the b3ce505 #98 stopgap gate is
definitively exonerated — it is a collision-object query gate that fires
only for indoor primary cells; no membership path touches
ShadowObjectRegistry.

Tests: 31 new (25 LandDefs conformance incl. capture-geometry goldens
0xA9B40031 -> 0xA9B30038/0xA9B30034 and the northbound return; 4
AddAllOutsideCells cross-block; 3 FindCellSet membership goldens incl.
the non-anchor-frame origin conversion). Full suite: 294+218+420 green;
Core 1369 green + the 4 pre-existing door/#99-era failures + 1 skip
(unchanged from baseline).

Pseudocode + artifact notes:
docs/research/2026-06-09-landdefs-outside-cells-pseudocode.md.
Remaining acceptance: live boundary walk with ACDREAM_PROBE_CELL=1
(ISSUES.md #106).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-09 23:10:59 +02:00
Erik
28cd97be62 fix(phys): A6.P4 door bug — AddAllOutsideCells coord convention + replay apparatus
CellTransit.AddAllOutsideCells assumed sphere coords were absolute world
coords (subtracting lbXf = 0xA9 * 192 = 32448 from the sphere position).
Production has used landblock-local coords since Phase A.1
(streaming-center landblock at world origin), so the subtraction
produced localX = -32316, gridX = -1346 → out-of-range → early return
→ ZERO outdoor cells added.

For outdoor primary cells the bug was masked by GetNearbyObjects's
radial sweep. For indoor primary cells (where #98 gates the outdoor
sweep), the door's outdoor cell 0xA9B40029 never reached
portalReachableCells, the door's BSP was never queried, and the player
walked through Holtburg cottage doors unimpeded.

Fix: AddAllOutsideCells treats worldSphereCenter as landblock-local
directly. Matches retail CLandCell::add_all_outside_cells which uses
the per-cell 6-byte landblock-relative position struct.

Existing CellTransitAddAllOutsideCellsTests + CellTransitFindCellSetTests
updated to use landblock-local sphere coords (they were the only callers
using the world-coord convention; production never did).

Apparatus shipped:
- DoorBugTrajectoryReplayTests — live-capture-driven replay harness
  that pinpointed the bug per-field at unit-test speed (<500ms iteration)
- AddAllOutsideCells_LandblockLocalSphere_AddsDoorOutdoorCell — direct
  unit test that demonstrates the fix
- FindTransitCellsSphere_IndoorExitPortal_AddsOutsideForCapturedSpherePos
  — verifies cell-portal traversal at the captured sphere position
- DoorSetupGfxObjInspectionTests.HoltburgCottage_CellPortals_DatInspection
  — dat-direct EnvCell + Environment.Cells + portal-poly inspector
- Fixture: tests/AcDream.Core.Tests/Fixtures/door-bug/live-capture.jsonl
  (tick 13558 walkthrough + tick 22760 outdoor block)

Visual verification (user-driven at Holtburg cottage door, ~50cm off-center):
- outside→inside RUN: now BLOCKS (was: walks through)
- outside→inside WALK: presumed blocks (not retested)
- inside→outside RUN: PARTIAL — body intersects door, sphere slides through
- inside→outside WALK: same partial behavior

The remaining inside→outside asymmetry is a SEPARATE bug in BSP
collision response for two-sided polygons. The [bsp-test] probe now
fires 245 times for the door entity from indoor (was 0 pre-fix) —
door IS being queried; the BSP polygon-level collision response is
the new bug. Handoff at
docs/research/2026-05-25-door-bug-partial-fix-shipped.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-25 07:53:34 +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