Outdoor→indoor entry path used PointInsideCellBsp (point-only) for the
building-portal containment test. When the player logs in INSIDE a
building and the foot-sphere center is just past the destination cell's
CellBSP boundary, the point-only check failed → CellId stuck as
outdoor → indoor BSP queries never ran → walls passable. User-reported
symptom: "logged in in the inn, at start ran through exterior walls,
ran back in and they block now."
Fix: swap PointInsideCellBsp for SphereIntersectsCellBsp (the radius-
aware port from #90). Promotes CellId to the interior cell the moment
ANY part of the foot-sphere crosses the destination cell boundary —
matches retail's CCellStruct::sphere_intersects_cell timing at
acclient_2013_pseudo_c.txt:317666 exactly.
The sphereRadius parameter was already plumbed through CheckBuildingTransit
per #89's documented "future upgrade" note from 2026-05-19 (which is
exactly today's symptom). Closes#89.
1147 + 8 baseline maintained.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Refactors FindCellList to delegate to a private helper
(BuildCellSetAndPickContaining) that returns BOTH the containing cell
id AND the full candidate HashSet. Public surface gains a new
FindCellSet overload; existing FindCellList behavior is unchanged.
Used by the upcoming Transition.CheckOtherCells (Phase A4) to iterate
every cell the sphere overlaps for per-cell BSP collision. Mirrors
retail's CObjCell::find_cell_list filling both cell_array AND var_4c
at acclient_2013_pseudo_c.txt:272725.
Three new unit tests cover sphere-fully-inside-primary,
sphere-straddling-portal, and outdoor-seed-neighbour-landcells cases.
Spec: docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md
Plan: docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Visual test of Phase 2 portal traversal showed walls still didn't
block from inside buildings. Diagnosis: ResolveCellId was being
called with sp.CheckPos (entity reference, at the feet — world
Z=terrain) instead of sp.GlobalSphere[0].Origin (foot sphere center,
~0.5m above terrain). Combined with the +0.02f Z-bump on cached
cell origins (for render z-fight prevention), the test position
landed at cell-local Z=-0.02 — just below the cell floor — and
PointInsideCellBsp correctly reported "outside" for every cell.
CheckBuildingTransit never added candidates; player CellId stayed
outdoor; indoor cell-BSP collision branch never fired; walls didn't
block.
Retail's check_building_transit uses sphere.Center (the sphere CENTER,
not the entity reference) per the pseudocode at
docs/research/acclient_indoor_transitions_pseudocode.md:222-238.
Three call sites updated (PhysicsEngine x2 inside ResolveWithTransition;
TransitionTypes inside Transition.FindEnvCollisions).
Also adds a [check-bldg] diagnostic line to CheckBuildingTransit (gated
on the existing ACDREAM_PROBE_INDOOR_BSP flag) so future verification
captures show per-portal inside/outside results without needing
another diagnostic flag.
Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Five reviewer-flagged items addressed:
- Fix#1: GameWindow building-loop now reuses TerrainSurface.ComputeOutdoorCellId
instead of re-deriving the row-major cell-index formula. DRY win; no risk
of the two formulas drifting.
- Fix#2: BuildingPhysics.ExactMatch decoder now references
DatReaderWriter.Enums.PortalFlags.ExactMatch instead of magic 0x0001.
- Fix#3: ExactMatch XML doc clarified as "reserved per retail's
CBldPortal::exact_match; not currently consumed by CheckBuildingTransit".
- Fix#4: CheckBuildingTransit docstring now explicitly documents the
retail divergence — retail's sphere_intersects_cell (radius-aware) vs.
our PointInsideCellBsp (radius-less). The sphereRadius parameter is
reserved for the future sphere_intersects_cell port. Practical effect
noted: entry fires ~sphereRadius (~0.48m) deeper than retail.
- Fix#5: Test method `SphereInsideBuildingPortalDestination_AddsInteriorCell`
renamed to `BuildingPortalWithUnloadedCellBSP_NoCandidateAdded` — the
test asserts Empty(candidates), not that the cell is added. Comment
updated.
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 Opus 4.7 (1M context) <noreply@anthropic.com>
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>
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>