# Indoor Walkable-Plane Synthesis Removal 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:** Delete the per-frame `Transition.TryFindIndoorWalkablePlane` synthesis + outdoor-terrain fallthrough from the indoor branch of `FindEnvCollisions`, restoring retail's "ContactPlane retained on OK" behavior. **Architecture:** Pure deletion. Replace the ~50-line synthesis block in `FindEnvCollisions` with `return TransitionState.OK;`. Delete the now-orphan helper method + constant + 2 test files (9 tests total). Net delta about -480 lines. **Tech Stack:** C# .NET 10, xUnit, existing `BSPQuery` / `Transition` / `CellPhysics` types. **Spec:** [`docs/superpowers/specs/2026-05-20-indoor-walkable-synthesis-removal-design.md`](../specs/2026-05-20-indoor-walkable-synthesis-removal-design.md) **Predecessor:** [`docs/superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md`](../specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md) (Bug B, shipped `de8ffde`). --- ## File Structure **Files modified:** - `src/AcDream.Core/Physics/TransitionTypes.cs` — three deletions in this one file: 1. The synthesis block in `FindEnvCollisions` (about lines 1506-1558), replaced with `return TransitionState.OK;`. 2. The `TryFindIndoorWalkablePlane` method itself (about lines 1269-1372, including doc-comment). 3. The `INDOOR_WALKABLE_PROBE_DISTANCE` constant (about lines 1374-1381). **Files deleted:** - `tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs` (291 lines, 8 tests). - `tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs` (111 lines, 1 test). **Files intentionally preserved:** - `src/AcDream.Core/Physics/BSPQuery.cs` — `FindWalkableSphere` + `FindWalkableInternal`'s `hitPolyId` ref param stay. - `tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs` — all 5 `FindWalkableSphere_*` tests + the Bug B regression test stay. - `src/AcDream.Core/Physics/PhysicsDiagnostics.cs` — `[cp-write]` probe stays. --- ## Task 1: Replace per-frame synthesis call site with `return OK` The synthesis block sits inside the indoor branch of `FindEnvCollisions`, immediately after the `cellState != TransitionState.OK` early-return. **Files:** - Modify: `src/AcDream.Core/Physics/TransitionTypes.cs` (about lines 1506-1558). - [ ] **Step 1: Read the lines to confirm exact whitespace** Run Read on `src/AcDream.Core/Physics/TransitionTypes.cs` with offset=1498 and limit=65. Confirm the block from the `if (cellState != TransitionState.OK)` early-return through the trailing `}` closing the indoor BSP branch matches what the Edit will operate on. - [ ] **Step 2: Apply the Edit to TransitionTypes.cs** Use the Edit tool with the following parameters. The `old_string` is the existing synthesis block; the `new_string` is the bare `return TransitionState.OK;`. OLD_STRING (paste into Edit's `old_string` exactly, including leading whitespace): ``` if (cellState != TransitionState.OK) { if (!ObjectInfo.State.HasFlag(ObjectInfoState.Contact)) ci.CollidedWithEnvironment = true; return cellState; } // ── Synthesize indoor walkable contact plane ────────────── // Indoor walking Phase 2 follow-up (2026-05-19). When the BSP // returns OK (no wall collision), the player is standing on a // floor poly inside the cell. We must NOT fall through to // outdoor terrain (SampleTerrainWalkable) — the outdoor terrain // Z is below the indoor floor due to the +0.02f Z-bump applied // for render z-fight prevention. ValidateWalkable would then see // the player 0.5m above the outdoor plane → marks them as // airborne → walkable=False → falling animation, never recovers. // // Retail: CEnvCell::find_env_collisions returns from the cell // branch with the cell's walkable plane set — no fall-through // to terrain. bool walkableHit = TryFindIndoorWalkablePlane( cellPhysics, localCenter, sphereRadius, out var indoorPlane, out var indoorVertices, out uint hitPolyId); if (PhysicsDiagnostics.ProbeIndoorBspEnabled) { if (walkableHit) { // dz = signed gap between foot and synthesized plane. // Plane: N·p + D = 0 ⇒ pZ_on_plane = -D/N.z (for upward-facing planes) // gap = foot.Z - pZ_on_plane = foot.Z - (-D/N.z) = foot.Z + D/N.z float dz = footCenter.Z + indoorPlane.D / indoorPlane.Normal.Z; Console.WriteLine(System.FormattableString.Invariant( $"[indoor-walkable] cell=0x{sp.CheckCellId:X8} wpos=({footCenter.X:F3},{footCenter.Y:F3},{footCenter.Z:F3}) probe={INDOOR_WALKABLE_PROBE_DISTANCE:F2} result=HIT poly=0x{hitPolyId:X4} wn=({indoorPlane.Normal.X:F3},{indoorPlane.Normal.Y:F3},{indoorPlane.Normal.Z:F3}) wD={indoorPlane.D:F3} dz={dz:+0.00;-0.00;+0.00}")); } else { Console.WriteLine(System.FormattableString.Invariant( $"[indoor-walkable] cell=0x{sp.CheckCellId:X8} wpos=({footCenter.X:F3},{footCenter.Y:F3},{footCenter.Z:F3}) probe={INDOOR_WALKABLE_PROBE_DISTANCE:F2} result=MISS")); } } if (walkableHit) { return ValidateWalkable( footCenter, sphereRadius, indoorPlane, isWater: false, waterDepth: 0f, cellId: sp.CheckCellId, walkableVertices: indoorVertices); } // If no walkable floor was found under the player indoors // (rare — cell with only walls/ceiling), fall through to // outdoor terrain as a defensive backstop. Indoor walking // will report walkable=False until the player moves over a // cell with a proper floor poly. } } ``` NEW_STRING (paste into Edit's `new_string`): ``` if (cellState != TransitionState.OK) { if (!ObjectInfo.State.HasFlag(ObjectInfoState.Contact)) ci.CollidedWithEnvironment = true; return cellState; } // Indoor BSP returned OK — no wall collision. ContactPlane // is RETAINED from the prior tick's seed // (PhysicsEngine.ResolveWithTransition:583, the // init_contact_plane equivalent) OR refreshed by Path 3 // step-down / Path 4 land if those fired this tick. Either // way, no synthesis is needed here — matches retail's // BSPTREE::find_collisions OK path // (acclient_2013_pseudo_c.txt:323938). // // Do NOT fall through to outdoor terrain backstop: the // player is in an indoor cell, and the outdoor terrain // Z is below the indoor floor by ~0.02m (the render Z-bump), // which would mark the player as airborne and trigger the // falling-animation stuck symptom (the original Bug A). // 2026-05-20 slice 2 of indoor ContactPlane retention. return TransitionState.OK; } } ``` - [ ] **Step 3: Build to verify the source still compiles** Run: ``` dotnet build -c Debug 2>&1 | tail -5 ``` Expected: `Build succeeded.` with 0 errors. (The `TryFindIndoorWalkablePlane` method is still defined; we haven't removed it yet. It just has no callers now, which is a warning at most.) --- ## Task 2: Delete the orphan `TryFindIndoorWalkablePlane` method + constant After Task 1, `TryFindIndoorWalkablePlane` has no production callers. Tests in `IndoorWalkablePlaneTests.cs` and `TransitionTypesTests.cs` still reference it — they will be deleted in Task 3. For now, the build will go RED after this task and recover in Task 3. **Files:** - Modify: `src/AcDream.Core/Physics/TransitionTypes.cs` (about lines 1269-1381). - [ ] **Step 1: Read the method + constant block** Run Read on `src/AcDream.Core/Physics/TransitionTypes.cs` with offset=1268 and limit=115. Confirm the block from the `/// ` doc-comment opening `TryFindIndoorWalkablePlane`, through the method body, through the `INDOOR_WALKABLE_PROBE_DISTANCE` constant + its doc-comment, ends at the blank line before the `/// ` doc-comment for `FindEnvCollisions`. - [ ] **Step 2: Apply the Edit** Use the Edit tool. The `old_string` is the entire method + constant block (lines about 1269-1381). The `new_string` is empty (just a single blank line to keep the file structure clean between the `Fmt` helper above and the `Environment collision` section header). OLD_STRING starts with this line: ``` /// /// Synthesize the indoor walkable contact plane for the player's current ``` and ends with this line: ``` private const float INDOOR_WALKABLE_PROBE_DISTANCE = 0.5f; ``` Read the file FIRST (Step 1 above) to capture the exact bytes between those two markers, then paste them as `old_string`. NEW_STRING: ``` ``` (empty — just delete the block entirely. The `// Environment collision — outdoor terrain` section header at about line 1265 sits directly above the deleted region; after deletion it will sit directly above the `FindEnvCollisions` doc-comment, which is the correct placement.) - [ ] **Step 3: Build to confirm source-only orphaned helper is gone** Run: ``` dotnet build -c Debug src/AcDream.Core/AcDream.Core.csproj 2>&1 | tail -5 ``` Expected: `Build succeeded.` with 0 errors in `AcDream.Core.csproj`. (`AcDream.Core.Tests.csproj` will fail to build at this point — the test files still reference `TryFindIndoorWalkablePlane`. That's intentional; Task 3 fixes it.) --- ## Task 3: Delete the obsolete test files The two test files in `tests/AcDream.Core.Tests/Physics/` exist solely to cover `Transition.TryFindIndoorWalkablePlane`. With the method deleted, the tests are dead code. Delete both files outright. **Files:** - Delete: `tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs` - Delete: `tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs` - [ ] **Step 1: Confirm the file contents are TryFindIndoorWalkablePlane-only** Run: ``` grep -c 'TryFindIndoorWalkablePlane' tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs ``` Expected: both files have non-zero matches (confirming they touch the deleted method). If either has 0 matches, STOP and investigate — that file is not what the spec assumed. - [ ] **Step 2: Delete the files** Run: ``` git rm tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs ``` Expected: ``` rm 'tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs' rm 'tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs' ``` - [ ] **Step 3: Build to confirm both projects compile** Run: ``` dotnet build -c Debug 2>&1 | tail -5 ``` Expected: `Build succeeded.` with 0 errors across all projects. If there's still a build failure pointing at `TryFindIndoorWalkablePlane`, search the codebase for any other reference: ``` grep -rn 'TryFindIndoorWalkablePlane' src tests ``` (should return 0 results after Tasks 1-3 are complete). --- ## Task 4: Run the physics test suite, confirm baseline holds After deletion, the test count drops by 9 (the 9 deleted tests). The 6 pre-existing physics failures (3 MotionInterpreter + 2 BSPStepUp + 1 PositionManager) should still be the only failures. - [ ] **Step 1: Run physics tests** Run: ``` dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj -c Debug --no-build --nologo --filter "FullyQualifiedName~Physics" ``` Expected (the failing count should match the pre-existing baseline of 6): ``` Failed! - Failed: 6, Passed: ...(around 398-402), Skipped: 0, Total: ... ``` If you see 7+ failures or any failure name NOT in this set, STOP and investigate: ``` AcDream.Core.Tests.Physics.MotionInterpreterTests.GetMaxSpeed_WalkForward_ReturnsWalkAnimSpeed AcDream.Core.Tests.Physics.MotionInterpreterTests.GetMaxSpeed_Idle_ReturnsZero AcDream.Core.Tests.Physics.MotionInterpreterTests.GetMaxSpeed_WalkBackward_ReturnsWalkAnimSpeedTimesBackwardsFactor AcDream.Core.Tests.Physics.BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope_SetsCollide AcDream.Core.Tests.Physics.BSPStepUpTests.D4_AirborneMover_TallWall_PersistsSlidingNormalAcrossFrames AcDream.Core.Tests.Physics.PositionManagerTests.ComputeOffset_BothActive_Combined ``` - [ ] **Step 2: Run the full Core test suite for good measure** Run: ``` dotnet test tests/AcDream.Core.Tests/AcDream.Core.Tests.csproj -c Debug --no-build --nologo ``` Expected: 8 failed total (the 6 physics above + the 2 non-physics ones from the broader 1126-test suite). If the broader suite shows new failures, investigate. --- ## Task 5: Commit the change (single commit per spec) The spec calls for a single commit covering the synthesis removal + method deletion + test deletion. - [ ] **Step 1: Stage all changes** Run: ``` git add src/AcDream.Core/Physics/TransitionTypes.cs git add -u tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs git status ``` Expected `git status`: ``` Changes to be committed: modified: src/AcDream.Core/Physics/TransitionTypes.cs deleted: tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs deleted: tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs ``` If the test files were removed via `git rm` in Task 3 they should already be staged; `git add -u` just ensures any straggler is captured. - [ ] **Step 2: Commit with the spec's commit message** Run: ``` git commit -m "fix(physics): remove per-frame indoor walkable-plane synthesis The indoor branch of FindEnvCollisions called Transition.TryFindIndoorWalkablePlane every frame to re-synthesize the ContactPlane after BSP returned OK. The synthesis routed through BSPQuery.FindWalkableSphere -> walkable_hits_sphere, which correctly rejects tangent contact via |dist| > radius - epsilon. For a grounded player standing on or brushing a floor, the foot sphere is tangent: 99.87% MISS rate per the 2026-05-20 [cp-write] probe. Each MISS fell through to outdoor terrain backstop, writing a ContactPlane that's below the indoor floor by ~0.02m, marking the player airborne and triggering the falling-animation stuck symptom. Fix: delete the synthesis + outdoor-fallthrough from the indoor OK path. ContactPlane is retained from the prior tick's seed (PhysicsEngine.ResolveWithTransition:583, init_contact_plane equivalent) or refreshed by BSP Path 3 / Path 4 during the same tick. Matches retail's BSPTREE::find_collisions OK path (acclient_2013_pseudo_c.txt:323938). Also deletes: - Transition.TryFindIndoorWalkablePlane (~80 lines) - INDOOR_WALKABLE_PROBE_DISTANCE constant - [indoor-walkable] probe log line - IndoorWalkablePlaneTests.cs (8 tests, the helper's coverage) - TransitionTypesTests.cs (1 test, also tested the helper) Net: ~-480 lines. BSPQuery.FindWalkableSphere + its 5 tests retained as the underlying retail-faithful walkable-finder API. Closes Bug A in the indoor ContactPlane retention phase. Spec: docs/superpowers/specs/2026-05-20-indoor-walkable-synthesis-removal-design.md. Predecessor: de8ffde (Bug B, BSP world-origin fix). Co-Authored-By: Claude Opus 4.7 (1M context) " ``` - [ ] **Step 3: Verify commit landed** Run: ``` git log --oneline -7 ``` Expected: top of log shows the new fix commit, followed by `3bec18f` (Bug A spec), `de8ffde` (Bug B fix), `39d4e65` (Bug B regression test), `56816fc` (Bug B plan), `865634f` (Bug B spec), `66de00d` ([cp-write] probe). --- ## Task 6: Hand off to user for visual verification The fix's primary acceptance test is visual: the user walks the 5 scenarios with the probes enabled and reports whether the stuck-falling symptom is gone. - [ ] **Step 1: Close any stale acdream client process** Run: ``` $proc = Get-Process -Name AcDream.App -ErrorAction SilentlyContinue if ($proc) { $proc.CloseMainWindow() | Out-Null $proc.WaitForExit(5000) | Out-Null } Start-Sleep -Seconds 3 ``` - [ ] **Step 2: Launch the probed build in the background** Run as a PowerShell command with `run_in_background: true`: ``` $env:ACDREAM_DAT_DIR = "$env:USERPROFILE\Documents\Asheron's Call" $env:ACDREAM_LIVE = "1" $env:ACDREAM_TEST_HOST = "127.0.0.1" $env:ACDREAM_TEST_PORT = "9000" $env:ACDREAM_TEST_USER = "testaccount" $env:ACDREAM_TEST_PASS = "testpassword" $env:ACDREAM_DEVTOOLS = "1" $env:ACDREAM_PROBE_INDOOR_BSP = "1" $env:ACDREAM_PROBE_CONTACT_PLANE = "1" dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug *>&1 | Tee-Object -FilePath "launch-buga-postfix.log" ``` - [ ] **Step 3: Tell the user to walk the 5 scenarios + close** Tell the user: > Bug A fix landed. Launch is in the background. Please walk these 5 scenarios (about 30 seconds each): > > 1. **Cottage entry** (outdoor to indoor). > 2. **Indoor standstill** about 10 seconds. Acceptance: stable, no flicker. > 3. **2nd-floor walking** (the one that was broken). Acceptance: no stuck-falling when brushing upper floor edges. > 4. **Cellar descent**. > 5. **Single-floor cottage walk** (M1 regression check). > > Close the window when done. - [ ] **Step 4: Read + analyze the post-fix log** When the user reports the window is closed (or the background command notification arrives), convert and grep the log: ``` Get-Content launch-buga-postfix.log -Encoding Unicode | Out-File launch-buga-postfix.utf8.log -Encoding utf8 ``` Then in Bash: ``` echo "=== [cp-write] caller distribution (post-Bug-A) ===" grep -oE 'caller=[A-Za-z_.:0-9]+' launch-buga-postfix.utf8.log | sort | uniq -c | sort -rn | head -15 echo "" echo "=== [indoor-walkable] lines (expect ZERO) ===" grep -c '\[indoor-walkable\]' launch-buga-postfix.utf8.log echo "" echo "=== Transition.ValidateWalkable cp-writes (expect dramatic drop) ===" grep -c 'caller=Transition\.ValidateWalkable' launch-buga-postfix.utf8.log echo "" echo "=== indoor-bsp result distribution ===" grep -oE '\[indoor-bsp\].*result=[A-Z]+' launch-buga-postfix.utf8.log | grep -oE 'result=[A-Z]+' | sort | uniq -c ``` Expected: - `[indoor-walkable]` count: **0** (the probe line was deleted). - `Transition.ValidateWalkable` cp-write count: dramatic drop from the pre-fix 370 (pre-Bug-B saw 224+146 from indoor synthesis HIT path + outdoor fallthrough). Post-Bug-A should see only the outdoor terrain calls that legitimately fire when the player IS outdoors, perhaps tens of calls. - BSP `FindCollisions:1615` + `StepSphereDown:1123` (Path 3 + 4 BSP-internal writes): unchanged or similar to post-Bug-B counts. These are the legitimate retail-path CP writers. - `PhysicsEngine.ResolveWithTransition:583`: unchanged (per-tick seed still fires). - [ ] **Step 5: Deliver the assessment to the user** Tell the user one of the following based on their visual report: **Success path:** > Visual verification clean. `[indoor-walkable]` probe gone (expected — deleted). `Transition.ValidateWalkable` cp-write count dropped from 370 to N. Stuck-falling symptom resolved per user report. Bug A closed. Indoor ContactPlane retention phase complete (2 slices: Bug B [world-origin], Bug A [synthesis removal]). **Partial success (Bug A resolves stuck-falling, but a new "one-frame flicker" appears on outdoor->indoor transitions or after teleport):** > Visual verification mostly clean, but a one-frame flicker on outdoor->indoor transitions. This is R2 (spec section) — acceptable for now. File as follow-up issue if it becomes annoying. **Failure path (stuck-falling persists):** > Visual verification shows stuck-falling unchanged. Hypothesis was wrong — the per-frame synthesis was not the dominant cause, or there's a deeper issue with the OK-path retention. Investigate by adding a `[ci-cp-final]` probe at the bottom of `FindTransitionalPosition` to capture what `ci.CP` actually IS when the resolver finishes the OK case. Hand off as a separate session. --- ## Self-Review Run after writing this plan: **1. Spec coverage:** - Spec section "Fix > Code changes" → Tasks 1 (synthesis call) + 2 (method + constant deletion). Covered. - Spec section "Fix > Test changes" → Task 3. Covered. - Spec section "Acceptance criteria > Probe-equivalence" → Task 6 step 4. Covered. - Spec section "Acceptance criteria > Visual verification" → Task 6 steps 2-3. Covered. - Spec section "Acceptance criteria > M1-baseline regression check" → Task 6 step 3 scenario 5. Covered. - Spec section "Risks" → R1/R2/R3 mitigations live as falsification language in Task 6 step 5. R4 is "decision noted in spec, no action needed." - Spec section "Out of scope" → not implemented. Acceptable. **2. Placeholder scan:** No TBD/TODO. Every step has concrete commands + expected output. **3. Type consistency:** No new types introduced; everything is a deletion. Existing names (`TryFindIndoorWalkablePlane`, `INDOOR_WALKABLE_PROBE_DISTANCE`, `FindEnvCollisions`, `BSPQuery.FindWalkableSphere`) are spelled consistently. **4. Build-order discipline:** Task 1 leaves source-only code compiling (helper has no callers but still defined). Task 2 deletes the helper, breaking the test build. Task 3 deletes the tests, restoring build green. Task 4 confirms baseline. The temporary RED state between Tasks 2 and 3 is intentional and noted in Task 2 Step 3.