using System.Collections.Generic; using System.Linq; using System.Numerics; using DatReaderWriter.Enums; using DatReaderWriter.Types; using AcDream.Core.Physics; using Xunit; namespace AcDream.Core.Tests.Physics; public class CellTransitFindCellSetTests { // ────────────────────────────────────────────────────────────────── // Helpers — mirror CellTransitFindTransitCellsSphereTests.cs pattern // ────────────────────────────────────────────────────────────────── private static CellPhysics MakeCellWithPortalAtRightWall( Matrix4x4 worldTransform, uint otherCellId, ushort flags) { var portalPoly = new ResolvedPolygon { Vertices = new[] { new Vector3(2.5f, -2.5f, 0f), new Vector3(2.5f, 2.5f, 0f), new Vector3(2.5f, 2.5f, 5f), new Vector3(2.5f, -2.5f, 5f), }, Plane = new Plane(new Vector3(1, 0, 0), -2.5f), // x = 2.5 NumPoints = 4, SidesType = CullMode.None, }; Matrix4x4.Invert(worldTransform, out var inv); return new CellPhysics { WorldTransform = worldTransform, InverseWorldTransform = inv, Resolved = new Dictionary(), PortalPolygons = new Dictionary { [10] = portalPoly }, Portals = new[] { new PortalInfo(otherCellId: (ushort)otherCellId, polygonId: 10, flags: flags), }, CellBSP = new CellBSPTree { Root = new CellBSPNode { Type = BSPNodeType.Leaf }, } }; } // ────────────────────────────────────────────────────────────────── // Tests // ────────────────────────────────────────────────────────────────── [Fact] public void Sphere_FullyInsidePrimaryCell_ReturnsOnlyPrimary() { var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0); var cache = new PhysicsDataCache(); cache.RegisterCellStructForTest(0xA9B40100u, cellA); // Sphere far from any portal — local x=-1, reach to x=-0.5; portal at x=2.5. var sphereCenter = new Vector3(-1.0f, 0f, 2.5f); uint containing = CellTransit.FindCellSet( cache, sphereCenter, sphereRadius: 0.5f, currentCellId: 0xA9B40100u, out var cellSet); Assert.Equal(0xA9B40100u, containing); Assert.Single(cellSet); Assert.Contains(0xA9B40100u, cellSet); } [Fact] public void Sphere_StraddlingPortal_ReturnsBothCells() { var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0); var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f)); Matrix4x4.Invert(cellBT, out var cellBInv); var cellB = new CellPhysics { WorldTransform = cellBT, InverseWorldTransform = cellBInv, Resolved = new Dictionary(), CellBSP = new CellBSPTree { Root = new CellBSPNode { Type = BSPNodeType.Leaf }, } }; var cache = new PhysicsDataCache(); cache.RegisterCellStructForTest(0xA9B40100u, cellA); cache.RegisterCellStructForTest(0xA9B40101u, cellB); // Sphere center at local x=2.0, radius=0.5 → reaches x=2.5 = portal plane. var sphereCenter = new Vector3(2.0f, 0f, 2.5f); uint containing = CellTransit.FindCellSet( cache, sphereCenter, sphereRadius: 0.5f, currentCellId: 0xA9B40100u, out var cellSet); Assert.Contains(0xA9B40100u, cellSet); Assert.Contains(0xA9B40101u, cellSet); } [Fact] public void FindCellSet_OutdoorSeed_IncludesNeighbourLandcells() { var cache = new PhysicsDataCache(); // A6.P4 (2026-05-24): sphere coords are LANDBLOCK-LOCAL (X/Y in // [0, 192]). Place the sphere center near the east boundary of // landcell grid(0,0) (i.e., near local X=24) so AddAllOutsideCells // adds the east neighbour grid(1,0). var sphereCenter = new Vector3(23.8f, 12f, 0f); uint containing = CellTransit.FindCellSet( cache, sphereCenter, sphereRadius: 0.5f, currentCellId: 0xA9B40001u, // outdoor cell, low byte < 0x100 out var cellSet); Assert.Equal(0xA9B40001u, containing); Assert.True(cellSet.Count >= 2, $"Expected ≥2 cells in set (primary + east neighbour), got {cellSet.Count}"); } [Fact] public void IndoorSeed_ExitPortalTouchedOnlyBySecondSphere_AddsOutdoorLandcell() { // A6.P4 (2026-05-24): landblock-local sphere coords. Cell sits at // the landblock origin (identity transform), so cell-local == world. // Sphere head at local (2, 12, 3.2) reaches the cell's exit portal // plane at local X=2.5 → AddAllOutsideCells fires. var exitCell = MakeCellWithPortalAtRightWall( Matrix4x4.Identity, otherCellId: 0xFFFF, flags: 0); var cache = new PhysicsDataCache(); cache.RegisterCellStructForTest(0xA9B40100u, exitCell); var spheres = new[] { // Foot sphere is not near the exit portal plane at local x=2.5. new Sphere { Origin = new Vector3(0f, 12f, 2.5f), Radius = 0.5f }, // Head sphere reaches the exit portal plane and should trigger // outdoor landcell expansion. new Sphere { Origin = new Vector3(2f, 12f, 3.2f), Radius = 0.5f }, }; uint containing = CellTransit.FindCellSet( cache, spheres, spheres.Length, currentCellId: 0xA9B40100u, out var cellSet); Assert.Equal(0xA9B40100u, containing); Assert.Contains(0xA9B40100u, cellSet); Assert.Contains(0xA9B40001u, cellSet); } // ────────────────────────────────────────────────────────────────── // #106 — outdoor membership across landblock boundaries. // Retail's add_all_outside_cells + the find_cell_list pick run in the // GLOBAL landcell grid (LandDefs lcoords); crossing a landblock boundary // is inherent. The pre-#106 port clamped both to the current block's 8×8 // grid → zero candidates one step over the line → membership frozen // (the 10,449-frame playerCell freeze in flap-105-capture.log). // ────────────────────────────────────────────────────────────────── [Fact] public void OutdoorSeed_CrossesLandblockBoundary_South() { // The #106 acceptance golden: walking south out of A9B4, the outdoor // cell must advance to the southern neighbour block's cell. Anchor // frame (no registered terrain → origin Zero): world y = -0.2 is // 0.2 m into A9B3's row 7 under x=150 → cell 0xA9B30038. var cache = new PhysicsDataCache(); uint containing = CellTransit.FindCellSet( cache, new Vector3(150f, -0.2f, 0f), sphereRadius: 0.5f, currentCellId: 0xA9B40031u, out var cellSet); Assert.Equal(0xA9B30038u, containing); Assert.Contains(0xA9B30038u, cellSet); Assert.Contains(0xA9B40031u, cellSet); // +Y neighbour still in the set } [Fact] public void OutdoorSeed_NearBoundaryButInside_StaysCurrent() { // 0.2 m NORTH of the boundary: the candidate set includes the A9B3 // neighbour (sphere overlaps it) but the centre column is still the // current cell — membership must NOT flip early (single clean flip // at the line, matching the capture's 96/96 within-block behaviour). var cache = new PhysicsDataCache(); uint containing = CellTransit.FindCellSet( cache, new Vector3(150f, 0.2f, 0f), sphereRadius: 0.5f, currentCellId: 0xA9B40031u, out var cellSet); Assert.Equal(0xA9B40031u, containing); Assert.Contains(0xA9B30038u, cellSet); } [Fact] public void OutdoorSeed_NonAnchorBlock_UsesRegisteredTerrainOrigin() { // Northbound return: the player's current cell is in A9B3 (origin // (0, -192) registered via CellGraph terrain — the production path). // World y = +1 is 1 m back into the anchor block A9B4; the pick must // convert through A9B3's origin (block-local y = 193) and advance to // 0xA9B40031. Pre-#106 the world frame was silently assumed // block-local, which is wrong for every non-anchor block. var cache = new PhysicsDataCache(); cache.CellGraph.RegisterTerrain( 0xA9B30000u, new TerrainSurface(new byte[81], new float[256]), new Vector3(0f, -192f, 0f)); uint containing = CellTransit.FindCellSet( cache, new Vector3(150f, 1f, 0f), sphereRadius: 0.5f, currentCellId: 0xA9B30038u, out _); Assert.Equal(0xA9B40031u, containing); } // ────────────────────────────────────────────────────────────────── // Membership hysteresis — the R1-flap root cause. // Retail CObjCell::find_cell_list adds the CURRENT cell at index 0 // (add_cell, pc:308766) and the pick loop iterates from index 0 with // interior-wins-break (pc:308791-308819) — so when two cells' BSPs both // contain the sphere center at a boundary, the CURRENT cell wins and the // membership does NOT flip. acdream's unordered-HashSet pick dropped that // ordering, producing the stair/room/doorway ping-pong (cell flips every // tick while straddling). This guards the current-cell-first behaviour. // ────────────────────────────────────────────────────────────────── [Theory] [InlineData(0xA9B40100u, 0xA9B40101u)] [InlineData(0xA9B40101u, 0xA9B40100u)] public void TwoOverlappingCells_CurrentCellWinsTheStraddle(uint currentCellId, uint otherCellId) { // Both cells use a Leaf BSP (contains any point) and are reciprocally portalled at the same // plane (local x=2.5), so the candidate set is {both} from EITHER seed and the sphere center // is inside BOTH cells' BSPs. The pick must return the CURRENT cell (hysteresis), not flip to // the neighbour. Testing both seed directions guarantees a deterministic failure on the // unordered pick (it returns the same enumeration-first cell regardless of which is current). ushort currentLow = (ushort)(currentCellId & 0xFFFF); ushort otherLow = (ushort)(otherCellId & 0xFFFF); var current = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherLow, flags: 0); var other = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, currentLow, flags: 0); var cache = new PhysicsDataCache(); cache.RegisterCellStructForTest(currentCellId, current); cache.RegisterCellStructForTest(otherCellId, other); // Center straddles the portal plane at local x=2.5 (both cells), inside both Leaf BSPs. var sphereCenter = new Vector3(2.0f, 0f, 2.5f); uint containing = CellTransit.FindCellSet( cache, sphereCenter, sphereRadius: 0.5f, currentCellId: currentCellId, out var cellSet); Assert.Contains(currentCellId, cellSet); Assert.Contains(otherCellId, cellSet); Assert.Equal(currentCellId, containing); // retail current-cell-first hysteresis } // The ordered-CELLARRAY contract: FindCellSet returns the candidate set in // retail add-order with the CURRENT cell at index 0 (retail add_cell @308766). // This is the invariant the verbatim pick relies on; the unordered HashSet // could not guarantee it. [Fact] public void FindCellSet_CurrentCellIsFirstInTheSet() { var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0); var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f)); Matrix4x4.Invert(cellBT, out var cellBInv); var cellB = new CellPhysics { WorldTransform = cellBT, InverseWorldTransform = cellBInv, Resolved = new Dictionary(), CellBSP = new CellBSPTree { Root = new CellBSPNode { Type = BSPNodeType.Leaf } }, }; var cache = new PhysicsDataCache(); cache.RegisterCellStructForTest(0xA9B40100u, cellA); cache.RegisterCellStructForTest(0xA9B40101u, cellB); // Straddle the portal plane so both cells are in the set. var sphereCenter = new Vector3(2.0f, 0f, 2.5f); CellTransit.FindCellSet(cache, sphereCenter, 0.5f, 0xA9B40100u, out var cellSet); Assert.Equal(0xA9B40100u, cellSet.First()); // current cell at index 0 } // Interior-wins over the outdoor fallback: while an interior cell still // contains the centre, it wins even though the exit portal also added the // outdoor landcell to the set (retail interior-wins-break, pc:308814-308819). [Fact] public void IndoorWithExitPortal_InteriorWinsWhileItContainsCentre() { // Interior cell at the landblock origin with an exit portal at local x=2.5; // Leaf BSP contains any point. Centre at local (0,12,2.5) is INSIDE the cell // and NOT across the exit plane, so interior must win even though the head // sphere / exit logic may add the outdoor landcell. var exitCell = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0xFFFF, flags: 0); var cache = new PhysicsDataCache(); cache.RegisterCellStructForTest(0xA9B40100u, exitCell); var sphereCenter = new Vector3(0f, 12f, 2.5f); uint containing = CellTransit.FindCellSet(cache, sphereCenter, 0.5f, 0xA9B40100u, out _); Assert.Equal(0xA9B40100u, containing); // interior-wins, not the outdoor landcell } }