# Phase B.3 Complete — Movement and World Navigation Design **Status:** Spec, 2026-04-12, brainstormed with user. **Scope:** Make the physics collision engine and movement system fully functional: CellPortal-based indoor/outdoor transitions, multi-landblock boundary crossing, jump with momentum-preserving gravity arc, portal-space state machine for teleports, Setup.StepUpHeight, and scenery-on-road fix. Replaces the current "outdoor heightmap sampler with disabled indoor transitions" with a complete world-navigation system. **Parent:** `docs/plans/2026-04-11-roadmap.md` — Phase B (Gameplay), sub-piece B.3 completion. **Depends on:** Phase B.2 (player movement mode) — already shipped. Phase B.3 partial (TerrainSurface, CellSurface, PhysicsEngine skeleton) — already shipped. ## Goals 1. Walk through a doorway into a building (outdoor→indoor via CellPortal plane crossing). 2. Walk between rooms inside a building (indoor→indoor via CellPortal). 3. Walk back out of a building (indoor→outdoor via CellPortal with OtherCellId=0xFFFF). 4. Walk from one landblock to the next seamlessly. 5. Jump while walking with momentum-preserving arc. 6. Jump off a ledge and land on terrain below (gravity when not on ground). 7. Enter a game portal → portal-space state → arrive at destination. 8. Step-height from Setup.StepUpHeight (not hardcoded). 9. No trees/stones on roads. 10. ACE console shows no movement rejection errors. ## Non-goals - Charge jump (hold Space for higher jump) — deferred. - Wall sliding (deflecting off walls at oblique angles) — deferred. - Swimming / water depth detection — deferred. - NPC/entity collision (only terrain + cell surfaces) — deferred. - BSP tree acceleration for polygon lookups — brute-force polygon iteration is sufficient at cell-level polygon counts (< 20 per cell). ## 1. Cell Transition System ### Data model Each loaded EnvCell's portals are precomputed into portal planes at landblock-load time: ```csharp public readonly record struct PortalPlane( Vector3 Normal, // plane normal (from portal polygon vertices) float D, // plane distance (dot(normal, v0)) uint TargetCellId, // OtherCellId (0xFFFF = outdoor) uint OwnerCellId, // the EnvCell that owns this portal PortalFlags Flags); // PortalSide flag for disambiguation ``` Stored in `PhysicsEngine` per landblock alongside the existing `TerrainSurface` + `CellSurface` entries: ```csharp sealed record LandblockPhysics( TerrainSurface Terrain, IReadOnlyList Cells, IReadOnlyList Portals, // NEW: all portals across all cells float WorldOffsetX, float WorldOffsetY); ``` Portal planes are computed at load time in `GameWindow.ApplyLoadedTerrainLocked` from `EnvCell.CellPortals` + `CellStruct.Polygons`: 1. For each EnvCell in the landblock 2. For each CellPortal in the cell 3. Look up `CellStruct.Polygons[portal.PolygonId]` 4. Extract the first 3 vertex positions (from `CellStruct.VertexArray`) 5. Transform to world space using `EnvCell.Position` (orientation + origin + landblock offset) 6. Compute plane: `normal = normalize(cross(v1-v0, v2-v0))`, `d = -dot(normal, v0)` 7. Store as `PortalPlane` with the portal's `OtherCellId`, `OwnerCellId`, and `Flags` ### Three transition types **Outdoor → Indoor (entering a building):** - Player is in an outdoor cell (cellId & 0xFFFF < 0x0100). - Each frame, test the player's movement vector against all portal planes in the current landblock that belong to cells with `OtherCellId = 0xFFFF` (outside-facing portals — these are the building entry points viewed from outside). - Crossing test: `sign(dot(normal, oldPos) + d) != sign(dot(normal, newPos) + d)`. - On crossing: transition to the `OwnerCellId` of the portal (the EnvCell the doorway belongs to). Switch to that cell's `CellSurface` for Z resolution. **Indoor → Indoor (room to room):** - Player is in an indoor cell (cellId & 0xFFFF >= 0x0100). - Test only the current cell's portals (not all portals in the landblock). - `OtherCellId != 0xFFFF` — points to the adjacent room. - On crossing: transition to the target cell's `CellSurface`. **Indoor → Outdoor (exiting a building):** - Same as indoor→indoor test, but `OtherCellId = 0xFFFF`. - On crossing: switch back to `TerrainSurface.SampleZ` for Z resolution. Compute the outdoor cell ID from coordinates. ### Outdoor → Outdoor (landblock crossing) No portals involved. When the candidate position falls outside the current landblock's [0, 192) local coordinate range, the existing `PhysicsEngine.Resolve` landblock-lookup loop picks up the adjacent landblock's `TerrainSurface`. This should work with the existing code — needs verification testing. ## 2. Jump + Gravity ### New state on PlayerMovementController ```csharp float VerticalVelocity; // current vertical speed (positive = up) bool IsAirborne; // true from jump/fall until landing const float JumpImpulse = 10f; // tunable initial upward velocity const float Gravity = 20f; // downward acceleration per second squared const float AirControlFactor = 0.2f; // horizontal steering while airborne ``` ### Per-frame logic ``` 1. If on ground AND Space pressed AND NOT airborne: verticalVelocity = jumpImpulse isAirborne = true 2. If airborne: verticalVelocity -= gravity * dt candidateZ = position.Z + verticalVelocity * dt // Resolve ground Z at the candidate XY groundZ = resolve terrain/floor Z at (candidateX, candidateY) if candidateZ <= groundZ: // Landed position.Z = groundZ verticalVelocity = 0 isAirborne = false else: position.Z = candidateZ // Skip terrain Z snap — still in the air // Horizontal input at reduced speed horizontal delta *= airControlFactor 3. If NOT airborne AND resolved terrain Z is significantly below current Z (> stepUpHeight gap): // Walked off a ledge — enter falling state isAirborne = true verticalVelocity = 0 // start falling, not jumping ``` ### Server interaction While airborne, still send `AutonomousPosition` heartbeats with the actual position. The server tracks the player's "in-air" state separately. `MoveToState` is sent at the start of the jump (motion command changes). ## 3. Portal Space State Machine ### States ```csharp enum PlayerState { InWorld, PortalSpace } ``` ### Flow 1. Server sends `PlayerTeleport(sequence)` game message. 2. `WorldSession.ProcessDatagram` fires a new `TeleportStarted(uint sequence)` event. 3. `GameWindow` handler: set `PlayerState = PortalSpace`. 4. In PortalSpace: - All WASD/mouse movement input is ignored. - No `MoveToState` / `AutonomousPosition` messages are sent. - The player entity is optionally hidden (set a flag to skip rendering it). 5. Server sends `UpdatePosition` with the new landblock + position. 6. `OnLivePositionUpdated` handler detects the position is far from the current location (different landblock) and: - Recenters the streaming controller on the new landblock. - Resolves the new position through PhysicsEngine. - Snaps the player entity to the resolved position. - Sets `PlayerState = InWorld`. 7. Send `LoginComplete` (GameAction 0x00A1) to tell the server "I've finished loading" — same message as initial login, reused for teleport completion (per holtburger's PlayerTeleport handler). Reset the `_loginCompleteSent` latch to allow this. ### TeleportStarted event on WorldSession New opcode handler in `ProcessDatagram`: ```csharp else if (op == 0xF7B0u) // PlayerTeleport (GameEvent container) { // Parse the teleport sequence from the event body. // Fire TeleportStarted event. } ``` Note: `PlayerTeleport` may arrive as a `GameEvent` (opcode 0xF7B0) with an inner event type, not as a standalone game message. Check holtburger's `GameEvent` enum for the exact inner opcode. Implementation will read the reference code to determine the wire layout. ## 4. Remaining Fixes ### Setup.StepUpHeight - `Setup` dat has a `float StepUpHeight` field. - When entering player mode (Tab), read `setup.StepUpHeight` and set it on `PlayerMovementController.StepUpHeight`. - If zero or missing, default to 2.0 (standard human height). ### Scenery-on-road fix In `src/AcDream.Core/World/SceneryGenerator.cs`, the terrain type is extracted per vertex: ```csharp uint terrainType = (uint)((raw >> 2) & 0x1F); ``` Road type in the raw terrain value has a specific bit pattern. Check if the vertex is a road terrain type and skip scenery generation: ```csharp // Road check: terrain types with road flag set should not spawn scenery. // The exact road type value needs to be verified against the // Region.TerrainInfo dat data, but the road bit is typically // indicated by specific terrain type indices that the original // client excludes from scenery placement. ``` Implementation will verify the exact road terrain type value from the dat and add the exclusion check. ### PhysicsEngine refactoring - Remove the `if (false)` disabled indoor-transition branch. - Replace with real CellPortal plane-crossing logic from Section 1. - Add `IReadOnlyList Portals` to `LandblockPhysics`. - `Resolve` gains a `Vector3 oldPos` parameter (or derives it from `currentPos`) to test the movement vector against portal planes. - Cell tracking: the engine needs to know which cell the player is currently in to test only that cell's portals (for indoor→indoor transitions). The `cellId` parameter already serves this purpose. ## Testing Strategy ### Unit tests (~20 new) **Portal plane extraction:** - Given 3 known vertices, assert correct plane normal and distance. - Test crossing detection: position on each side of the plane → `sign` differs. - Test no crossing: positions on the same side → `sign` matches. **Indoor transition integration:** - Construct a fake two-cell building (cell A with portal to cell B at a known plane). - Start in cell A, move through the portal → assert cell ID changes to B. - Move back through the portal → assert cell ID returns to A. **Outdoor→indoor transition:** - Construct a fake EnvCell with an outside-facing portal (OtherCellId=0xFFFF). - Start outdoors, move through the portal → assert cell ID changes to the EnvCell. **Indoor→outdoor transition:** - Start inside the cell, move through the outside-facing portal → assert cell ID changes to outdoor. **Landblock boundary crossing:** - Two adjacent landblocks registered in the engine. - Walk from X=190 to X=194 → assert the engine picks up the second landblock's terrain Z. **Jump arc:** - Start at Z=50 on flat terrain, jump → assert Z increases above 50. - Continue frames → assert Z peaks then decreases. - Assert landing: Z returns to 50, IsAirborne = false. **Falling off ledge:** - Terrain drops from Z=50 to Z=30 at a step. Walk off the edge. - Assert: IsAirborne becomes true, Z decreases toward 30, lands at Z=30. **Portal space state:** - Simulate TeleportStarted → assert PlayerState = PortalSpace. - Simulate UpdatePosition with new location → assert PlayerState = InWorld, position updated. **Scenery road exclusion:** - Construct terrain data with a road-type vertex. - Assert SceneryGenerator produces no scenery at that vertex. ## Acceptance Criteria Phase B.3 Complete is done when ALL of the following pass: 1. Walk outdoors on terrain following heightmap Z. 2. Walk from one landblock to the next seamlessly. 3. Walk through a doorway into a building (outdoor→indoor via CellPortal). 4. Walk around inside a building on the correct floor. 5. Walk back out of a building (indoor→outdoor via CellPortal). 6. Walk between rooms inside a building (indoor→indoor via CellPortal). 7. Jump while walking (momentum-preserving arc). 8. Jump off a ledge and land on terrain below. 9. Enter a game portal → portal-space state → arrive at destination. 10. Step-height read from Setup.StepUpHeight. 11. No trees/stones on roads. 12. ACE console shows no movement rejection errors. 13. All new unit tests pass (~20). Total test count increases. ## Open Questions (resolved during implementation) - **Portal polygon vertex winding:** the plane normal direction determines which side is "inside." The `PortalFlags.PortalSide` flag disambiguates. Implementation will read ACViewer's `EnvCell.cs` to confirm the convention. - **Outdoor→indoor portal detection radius:** testing every portal in the landblock each frame could be expensive with many buildings. If profiling shows this, add a spatial hash or AABB pre-filter. Expected to be fine for Holtburg (< 50 portals per landblock). - **PlayerTeleport wire format:** may be a GameEvent (0xF7B0) with inner type, or a standalone message. Check holtburger's opcode table during implementation. - **Exact road terrain type value:** verify from the Region.TerrainInfo dat during implementation. - **Jump impulse / gravity tuning:** start with JumpImpulse=10, Gravity=20. Tune to match retail feel during visual verification.