# Phase B.3 Complete — Movement and World Navigation Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** Complete the physics collision engine with CellPortal-based indoor transitions, jump with gravity, portal-space teleport handling, and scenery/step-height fixes. **Architecture:** Extend `PhysicsEngine.Resolve` with portal-plane crossing detection for indoor/outdoor transitions. Add vertical velocity + gravity to `PlayerMovementController`. Add a portal-space state machine triggered by `PlayerTeleport` server messages. Fix scenery road exclusion and step-height from Setup dat. **Tech Stack:** .NET 10, System.Numerics, DatReaderWriter, xUnit. **Spec:** `docs/superpowers/specs/2026-04-12-b3-complete-movement-design.md` --- ## File structure ``` src/AcDream.Core/Physics/ PortalPlane.cs [new] portal plane record + crossing test PhysicsEngine.cs [modify] add portal planes to LandblockPhysics, replace disabled indoor branch with portal-plane crossing logic CellSurface.cs [no change — portals live on PhysicsEngine] src/AcDream.App/Input/ PlayerMovementController.cs [modify] add jump/gravity/airborne state, Space input, ledge-fall detection src/AcDream.Core.Net/ WorldSession.cs [modify] add PlayerTeleport handler + event src/AcDream.App/Rendering/ GameWindow.cs [modify] portal-space state machine, populate portal planes at load time, pass Setup.StepUpHeight, wire Space input src/AcDream.Core/World/ SceneryGenerator.cs [modify] add road terrain-type exclusion tests/AcDream.Core.Tests/Physics/ PortalPlaneTests.cs [new] PhysicsEngineTests.cs [modify] add portal transition + landblock boundary tests tests/AcDream.Core.Tests/Input/ PlayerMovementControllerTests.cs [modify] add jump/gravity/fall tests tests/AcDream.Core.Tests/World/ SceneryGeneratorTests.cs [new] road exclusion test ``` --- ## Task 1: PortalPlane (record + plane math + crossing test) **Files:** - Create: `src/AcDream.Core/Physics/PortalPlane.cs` - Test: `tests/AcDream.Core.Tests/Physics/PortalPlaneTests.cs` Pure math — no dependencies on the rest of the physics engine. Build the portal plane record with a static crossing-detection method. - [ ] **Step 1: Write failing tests** Create tests covering: plane construction from 3 vertices, crossing detection (positions on opposite sides), no crossing (positions on same side), crossing at exact plane. ```csharp // PortalPlaneTests.cs [Fact] FromVertices_ComputesCorrectNormal() [Fact] IsCrossing_PositionsOnOppositeSides_ReturnsTrue() [Fact] IsCrossing_PositionsOnSameSide_ReturnsFalse() [Fact] IsCrossing_StartOnPlane_ReturnsFalse() ``` - [ ] **Step 2: Implement PortalPlane** Create `src/AcDream.Core/Physics/PortalPlane.cs`: ```csharp namespace AcDream.Core.Physics; public readonly record struct PortalPlane( Vector3 Normal, float D, uint TargetCellId, // OtherCellId (0xFFFF = outdoor) uint OwnerCellId, // the EnvCell that owns this portal ushort Flags) { public static PortalPlane FromVertices( Vector3 v0, Vector3 v1, Vector3 v2, uint targetCellId, uint ownerCellId, ushort flags) { var edge1 = v1 - v0; var edge2 = v2 - v0; var normal = Vector3.Normalize(Vector3.Cross(edge1, edge2)); float d = -Vector3.Dot(normal, v0); return new PortalPlane(normal, d, targetCellId, ownerCellId, flags); } /// /// Test whether the movement from oldPos to newPos crosses this plane. /// Returns true if the two positions are on opposite sides. /// public bool IsCrossing(Vector3 oldPos, Vector3 newPos) { float oldDist = Vector3.Dot(Normal, oldPos) + D; float newDist = Vector3.Dot(Normal, newPos) + D; // Different signs = crossed the plane. Ignore near-zero (on the plane). return oldDist * newDist < 0f; } } ``` - [ ] **Step 3: Run tests, commit** ```bash git commit -m "feat(core): Phase B.3 — PortalPlane (plane math + crossing detection)" ``` --- ## Task 2: PhysicsEngine portal-based indoor transitions **Files:** - Modify: `src/AcDream.Core/Physics/PhysicsEngine.cs` - Modify: `tests/AcDream.Core.Tests/Physics/PhysicsEngineTests.cs` Replace the `if (false)` disabled branch with real CellPortal plane-crossing logic. - [ ] **Step 1: Extend LandblockPhysics record** Add `IReadOnlyList Portals` to the record and `AddLandblock` signature. - [ ] **Step 2: Write failing tests** Add to `PhysicsEngineTests.cs`: ```csharp [Fact] Resolve_OutdoorThroughPortal_TransitionsToIndoor() [Fact] Resolve_IndoorThroughPortal_TransitionsToOtherCell() [Fact] Resolve_IndoorThroughExitPortal_TransitionsToOutdoor() [Fact] Resolve_LandblockBoundary_PicksAdjacentTerrain() ``` Each test constructs a fake portal plane at a known position and asserts cell ID changes when the movement crosses it. - [ ] **Step 3: Implement portal crossing in Resolve** Replace the `if (false)` block. The logic: For **outdoor** players: test all portals in the current landblock where `TargetCellId != 0xFFFF` (outside-facing portals have OwnerCellId = building entry; TargetCellId = 0xFFFF means the portal FACES outside, so from outside you enter the OwnerCellId). Actually, the outside-facing portals should be tested from the outdoor side — when `IsCrossing` is true, the player enters the `OwnerCellId`. For **indoor** players: test only portals belonging to the current cell. Get them by filtering on `OwnerCellId == currentCellId`. On crossing, transition to `TargetCellId` (or outdoor if `TargetCellId == 0xFFFF`). **IMPORTANT:** Read the spec section 1 carefully. Also read `references/ACViewer/ACViewer/Physics/Common/EnvCell.cs` for the canonical transition logic. The `PortalFlags.PortalSide` flag may affect which direction the crossing triggers. Implementation should follow ACViewer's pattern. - [ ] **Step 4: Update the existing indoor-transition test** `Resolve_EnterIndoorCell_StaysOutdoor_BecauseTransitionDisabled` should be renamed to `Resolve_OutdoorThroughPortal_TransitionsToIndoor` and updated to use a portal plane instead. - [ ] **Step 5: Run tests, commit** ```bash git commit -m "feat(core): Phase B.3 — CellPortal-based indoor/outdoor transitions in PhysicsEngine" ``` --- ## Task 3: Populate portal planes from streaming **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (ApplyLoadedTerrainLocked) - [ ] **Step 1: Extract portal planes at landblock load time** In `ApplyLoadedTerrainLocked`, after the existing CellSurface construction loop, add a second loop that extracts portal planes from each EnvCell: For each EnvCell: For each CellPortal in envCell.CellPortals: Look up the polygon via `cellStruct.PhysicsPolygons[portal.PolygonId]` (note: the key type is ushort; cast PolygonId) Get the first 3 vertex positions from the polygon's VertexIds Transform to world space (same transform already used for CellSurface vertices) Create a `PortalPlane.FromVertices(v0, v1, v2, portal.OtherCellId, envCellId & 0xFFFF, (ushort)portal.Flags)` Add to a `List` Pass the portal list to `_physicsEngine.AddLandblock`. **IMPORTANT:** The portal's `PolygonId` indexes `CellStruct.Polygons` (rendering polygons), NOT `CellStruct.PhysicsPolygons`. Verify by reading the CellPortal definition — the PolygonId is used in ACViewer's `CellStructure.Polygons[portal.PolygonId]`. Check which dictionary it actually indexes. If it's the rendering Polygons dict, use that instead. - [ ] **Step 2: Build + test (no new unit tests — verified via Task 2's integration tests + live run)** ```bash git commit -m "feat(app): Phase B.3 — populate portal planes from streaming pipeline" ``` --- ## Task 4: Jump + gravity + falling **Files:** - Modify: `src/AcDream.App/Input/PlayerMovementController.cs` - Modify: `tests/AcDream.Core.Tests/Input/PlayerMovementControllerTests.cs` - Modify: `src/AcDream.App/Rendering/GameWindow.cs` (wire Space key) - [ ] **Step 1: Add MovementInput.Jump field** Add `bool Jump = false` to the `MovementInput` record. - [ ] **Step 2: Add airborne state to PlayerMovementController** Add fields: ```csharp public float VerticalVelocity { get; private set; } public bool IsAirborne { get; private set; } public float JumpImpulse { get; set; } = 10f; public float GravityAccel { get; set; } = 20f; public float AirControlFactor { get; set; } = 0.2f; ``` - [ ] **Step 3: Implement jump/gravity in Update** After horizontal movement resolution, add: - On Space + onGround + !IsAirborne: set VerticalVelocity = JumpImpulse, IsAirborne = true - If IsAirborne: apply gravity, check if landed (candidateZ <= groundZ) - If !IsAirborne and resolved Z is significantly below current Z: enter falling state - While airborne: reduce horizontal input by AirControlFactor - [ ] **Step 4: Write failing tests** ```csharp [Fact] Update_JumpOnFlatTerrain_BecomesAirborne() [Fact] Update_AirborneFrame_ZIncreasesThenDecreases() [Fact] Update_Landing_ReturnsToGround() [Fact] Update_WalkOffLedge_BecomesFalling() ``` - [ ] **Step 5: Wire Space key in GameWindow** In the player-mode OnUpdate block, add `Jump: kb.IsKeyPressed(Key.Space)` to the MovementInput constructor. - [ ] **Step 6: Run tests, commit** ```bash git commit -m "feat(app+core): Phase B.3 — jump with momentum-preserving gravity arc" ``` --- ## Task 5: Portal space state machine **Files:** - Modify: `src/AcDream.Core.Net/WorldSession.cs` - Modify: `src/AcDream.App/Rendering/GameWindow.cs` - Modify: `src/AcDream.App/Input/PlayerMovementController.cs` - [ ] **Step 1: Add PlayerTeleport handler to WorldSession** In `ProcessDatagram`, add a handler for the PlayerTeleport opcode. Check holtburger for the exact opcode — it may be a GameEvent (0xF7B0) with inner type. Add a `TeleportStarted` event on WorldSession. - [ ] **Step 2: Add PlayerState enum to PlayerMovementController** ```csharp public enum PlayerState { InWorld, PortalSpace } public PlayerState State { get; private set; } = PlayerState.InWorld; ``` In `Update`: if State == PortalSpace, return immediately (no movement processed). - [ ] **Step 3: Wire in GameWindow** Subscribe to `TeleportStarted` → set controller State to PortalSpace. In `OnLivePositionUpdated`: if currently in PortalSpace and position changed significantly, recenter streaming, snap position, set State to InWorld, send LoginComplete. Reset `_loginCompleteSent` latch to allow re-sending after teleport. - [ ] **Step 4: Run tests, commit** ```bash git commit -m "feat(net+app): Phase B.3 — portal-space state machine for teleports" ``` --- ## Task 6: Setup.StepUpHeight + scenery road fix **Files:** - Modify: `src/AcDream.App/Rendering/GameWindow.cs` - Modify: `src/AcDream.Core/World/SceneryGenerator.cs` - Test: `tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs` (new) - [ ] **Step 1: Read Setup.StepUpHeight when entering player mode** In the Tab handler, after loading the Setup, set: ```csharp _playerController.StepUpHeight = setup.StepUpHeight > 0f ? setup.StepUpHeight : 2f; ``` - [ ] **Step 2: Add road exclusion to SceneryGenerator** In `SceneryGenerator.Generate`, after extracting `terrainType` at line 68, add a check to skip road terrain types. The exact road value needs verification from the dat — check `Region.TerrainInfo.TerrainTypes` for which indices are roads, or check if the raw terrain value has a road bit. Read `references/ACViewer/` or `references/WorldBuilder/` for how they detect road terrain. The simplest approach: check `terrainType` against known road indices from the Region dat. - [ ] **Step 3: Write a scenery road exclusion test** Create `tests/AcDream.Core.Tests/World/SceneryGeneratorTests.cs` with a test that verifies no scenery is generated at a road vertex. - [ ] **Step 4: Run all tests, commit** ```bash git commit -m "fix(app+core): Phase B.3 — Setup.StepUpHeight + scenery road exclusion" ``` --- ## Task 7: Visual verification + roadmap update - [ ] **Step 1: Live verification** Launch the app, log in, press Tab, and verify all 12 acceptance criteria from the spec: 1. Walk outdoors ✓ (already works) 2. Walk to next landblock 3. Walk into a building through a door 4. Walk inside a building 5. Walk back out 6. Walk between rooms 7. Jump while walking 8. Jump off a ledge 9. Enter a portal → arrive at destination 10. Step-height feels right 11. No trees on roads 12. ACE console clean - [ ] **Step 2: Update roadmap** Mark B.3 Complete as shipped in `docs/plans/2026-04-11-roadmap.md`. - [ ] **Step 3: Commit** ```bash git commit -m "docs: mark Phase B.3 Complete (movement + world navigation) as shipped" ``` --- ## Self-review **Spec coverage:** - CellPortal indoor transitions (outdoor→indoor, indoor→indoor, indoor→outdoor) → Tasks 1, 2, 3 ✓ - Multi-landblock boundary crossing → Task 2 (test) ✓ - Jump + gravity + falling → Task 4 ✓ - Portal space state machine → Task 5 ✓ - Setup.StepUpHeight → Task 6 ✓ - Scenery road fix → Task 6 ✓ - All 12 acceptance criteria → Task 7 ✓ **Placeholder scan:** Tasks 2 and 3 have "read the reference code" instructions instead of exact code — this is intentional because the portal-plane crossing logic depends on ACViewer's exact convention for PortalFlags.PortalSide and polygon winding, which must be verified at implementation time. The subagent is instructed to read specific reference files. **Type consistency:** `PortalPlane` record used in Tasks 1, 2, 3. `PlayerState` enum in Task 5. `MovementInput.Jump` in Task 4. All consistent.