Port CObjCell::find_cell_list (acclient_2013_pseudo_c.txt:308742) faithfully:
- build candidates into an ordered CellArray with the CURRENT cell at index 0
(add_cell @308766);
- EXPAND via a single forward walk over the growing array, mirroring retail's
for(i=0;i<num_cells;i++) cells[i].find_transit_cells loop (308775-308785),
replacing the order-losing Queue/visited BFS;
- PICK in array order with interior-wins-break (308788-308825): current cell at
index 0 wins a boundary straddle, so membership no longer ping-pongs.
Deletes the 5ca2f44 current-first pre-check (the ordered array subsumes it for every
seed). Keeps its guard test (TwoOverlappingCells_CurrentCellWinsTheStraddle) + adds
two conformance tests (current-cell-first ordering; interior-wins over outdoor
fallback). Membership net: 45 pass. Decomp finding: retail stability is emergent from
the ordered pick + carried seed, not a separate portal-crossing detector — see
docs/research/2026-06-03-cell-membership-ordered-cellarray-pseudocode.md.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
551 lines
24 KiB
C#
551 lines
24 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Indoor walking Phase 2 (2026-05-19). Portal-graph cell traversal,
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/// ported from retail's <c>CObjCell::find_cell_list</c> family
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/// (sphere variant for the player's path spheres).
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///
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/// <para>
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/// Replaces Phase D's AABB containment. Uses the cell BSP for retail-
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/// faithful point-in-cell tests via
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/// <see cref="BSPQuery.PointInsideCellBsp"/>. Walks the portal graph
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/// starting from a given current cell to find which cells a moving
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/// sphere overlaps.
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/// </para>
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///
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/// <para>
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/// Reference pseudocode:
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/// <c>docs/research/acclient_indoor_transitions_pseudocode.md</c>
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/// (2026-04-13). Retail decomp: <c>CEnvCell::find_transit_cells</c>
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/// (sphere variant) at <c>acclient_2013_pseudo_c.txt</c>.
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/// </para>
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/// </summary>
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public static class CellTransit
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{
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/// <summary>
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/// Small radius padding matching retail's <c>EPSILON</c> usage in the
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/// sphere-plane distance test (research doc §"EnvCell.find_transit_cells").
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/// </summary>
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private const float EPSILON = 0.02f;
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/// <summary>
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/// Indoor portal-neighbour expansion. For each portal of
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/// <paramref name="currentCell"/>, test whether the sphere overlaps
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/// the portal polygon's plane in cell-local space. If so, add the
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/// neighbour cell to <paramref name="candidates"/>.
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///
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/// <para>
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/// Ported from <c>CEnvCell::find_transit_cells</c> (sphere variant)
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/// per the pseudocode doc §"EnvCell.find_transit_cells (sphere variant)".
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/// </para>
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/// </summary>
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public static void FindTransitCellsSphere(
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PhysicsDataCache cache,
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CellPhysics currentCell,
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uint currentCellId,
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Vector3 worldSphereCenter,
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float sphereRadius,
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ICollection<uint> candidates,
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out bool exitOutside)
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{
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var spheres = new[]
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{
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new Sphere
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{
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Origin = worldSphereCenter,
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Radius = sphereRadius,
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},
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};
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FindTransitCellsSphere(
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cache, currentCell, currentCellId,
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spheres, spheres.Length, candidates, out exitOutside);
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}
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/// <summary>
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/// Multi-sphere form used by retail's <c>CObjCell::find_cell_list</c>:
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/// pass <c>sphere_path.num_sphere</c> and <c>sphere_path.global_sphere</c>.
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/// Any sphere can trigger a portal neighbor or outdoor exit.
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/// </summary>
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public static void FindTransitCellsSphere(
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PhysicsDataCache cache,
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CellPhysics currentCell,
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uint currentCellId,
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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ICollection<uint> candidates,
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out bool exitOutside)
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{
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exitOutside = false;
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uint lbPrefix = currentCellId & 0xFFFF0000u;
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int sphereCount = EffectiveSphereCount(worldSpheres, numSpheres);
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if (currentCell.PortalPolygons is null || sphereCount == 0) return;
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foreach (var portal in currentCell.Portals)
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{
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if (!currentCell.PortalPolygons.TryGetValue(portal.PolygonId, out var poly))
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continue;
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if (portal.OtherCellId == 0xFFFF)
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{
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// A6.P5 (2026-05-25): exit portals add outdoor cells
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// UNCONDITIONALLY, by topology — not by sphere-plane overlap.
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//
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// Retail's CObjCell::find_cell_list (acclient_2013_pseudo_c.txt
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// :308742-308869) walks vtable[0x80] on every cell already in
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// the array and adds reachable cells without testing the
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// sphere against each portal plane. The straddle check we
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// had here gated outdoor inclusion on the sphere physically
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// overlapping the EXIT portal — which fails to fire when:
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// a) the sphere is in a SIBLING indoor cell that BFS-
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// expanded to this one (sphere is geographically near
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// the doorway region, just not at THIS cell's exit
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// portal plane); OR
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// b) the per-tick target moves the sphere across the
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// portal plane on one tick but not the next, producing
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// intermittent visibility from the same position.
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//
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// Pre-fix bug: cottage doors at outdoor cells were invisible
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// from indoor cells during cell-crossing substeps (live
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// capture 2026-05-25; over-penetration test in
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// CellTransitTests.A6P5_BuildCellSetFromIndoorStart_...).
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//
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// Post-fix: any cell visited by BFS that has at least one
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// exit portal contributes exitOutside=true regardless of
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// sphere position. AddAllOutsideCells fires once per BFS
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// (deduped in BuildCellSetAndPickContaining).
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exitOutside = true;
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continue;
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}
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uint otherId = lbPrefix | portal.OtherCellId;
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// Retail CEnvCell::find_transit_cells first asks the loaded
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// neighbour cell whether the sphere intersects its CellBSP.
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// The portal-plane side test is only the unloaded-cell load hint.
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var otherCell = cache.GetCellStruct(otherId);
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if (otherCell?.CellBSP?.Root is not null)
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{
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for (int i = 0; i < sphereCount; i++)
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{
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var sphere = worldSpheres[i];
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var otherLocalCenter = Vector3.Transform(
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sphere.Origin, otherCell.InverseWorldTransform);
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bool hit = BSPQuery.SphereIntersectsCellBsp(
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otherCell.CellBSP.Root, otherLocalCenter, sphere.Radius);
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if (hit)
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{
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candidates.Add(otherId);
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break;
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}
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}
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continue;
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}
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// Conservative unloaded-cell hint: the sphere is near the portal
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// plane and on the outward side (per PortalSide).
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for (int i = 0; i < sphereCount; i++)
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{
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var sphere = worldSpheres[i];
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float rad = sphere.Radius + EPSILON;
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var localCenter = Vector3.Transform(
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sphere.Origin, currentCell.InverseWorldTransform);
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float dist = Vector3.Dot(localCenter, poly.Plane.Normal) + poly.Plane.D;
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bool hit = portal.PortalSide ? dist > -rad : dist < rad;
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if (hit)
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{
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candidates.Add(otherId);
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break;
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}
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}
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}
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}
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/// <summary>
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/// Outdoor neighbour expansion. Ported from
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/// <c>CLandCell::add_all_outside_cells</c> (sphere variant) per the
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/// pseudocode doc §"LandCell.add_all_outside_cells (sphere variant)".
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///
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/// <para>
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/// The 24×24m landcell grid: a landblock is 8×8 cells. Cell index
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/// within a landblock is computed from local X/Y mod 24. The sphere
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/// adds the primary cell plus up to 3 neighbours when the radius
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/// reaches a cell boundary.
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/// </para>
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///
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/// <para>
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/// <see cref="worldSphereCenter"/> is in the landblock-local coord
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/// space the rest of the engine uses (X/Y in [0, 192]; landblock
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/// world origin is at the streaming center, so all landblock-local
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/// positions are also world positions for the player's landblock).
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/// </para>
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///
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/// <para>
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/// A6.P4 door fix (2026-05-24): pre-fix this function subtracted the
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/// landblock's "absolute" world origin (lbX=0xA9*192=32448) from the
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/// sphere position, which made sense only if sphere coords were the
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/// absolute world position (32580). But production has used
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/// landblock-local coords since Phase A.1 (streaming-center landblock
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/// at world origin, so lbOffset for the center is (0,0); see
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/// <c>GameWindow.BuildInteriorEntitiesForStreaming</c>'s lbOffset
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/// formula). With landblock-local sphere coords, the old subtraction
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/// produced <c>localX = 132.36 - 32448 = -32316</c> → <c>gridX = -1346</c>
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/// → out-of-range → early return → ZERO outdoor cells added. For
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/// indoor primary cells (where issue #98 gates the GetNearbyObjects
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/// outdoor radial sweep) this meant the cottage door's outdoor cell
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/// 0xA9B40029 never reached <c>portalReachableCells</c>, the door's
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/// BSP was never queried, and the player walked through unimpeded —
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/// the user-reported Holtburg-door walkthrough bug. The fix:
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/// treat <c>worldSphereCenter</c> as landblock-local directly, no
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/// landblock-world-origin subtraction. This matches retail's
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/// <c>CLandCell::add_all_outside_cells</c> which uses the per-cell
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/// 6-byte position struct (landblock-relative).
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/// </para>
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/// </summary>
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public static void AddAllOutsideCells(
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Vector3 worldSphereCenter,
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float sphereRadius,
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uint currentCellId,
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ICollection<uint> candidates)
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{
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const float CellSize = 24f;
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uint lbPrefix = currentCellId & 0xFFFF0000u;
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float localX = worldSphereCenter.X;
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float localY = worldSphereCenter.Y;
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float cellLocalX = localX % CellSize;
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float cellLocalY = localY % CellSize;
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float minRad = sphereRadius;
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float maxRad = CellSize - sphereRadius;
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int gridX = (int)(localX / CellSize);
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int gridY = (int)(localY / CellSize);
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if (gridX < 0 || gridX >= 8 || gridY < 0 || gridY >= 8) return;
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AddOutsideCell(candidates, lbPrefix, gridX, gridY);
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if (cellLocalX > maxRad)
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{
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AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY);
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if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY + 1);
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if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY - 1);
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}
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if (cellLocalX < minRad)
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{
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AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY);
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if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY + 1);
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if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY - 1);
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}
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if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX, gridY + 1);
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if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX, gridY - 1);
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}
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/// <summary>
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/// Multi-sphere outdoor expansion. Retail's sphere variant loops every
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/// path sphere and adds the outdoor landcells touched by any of them.
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/// </summary>
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public static void AddAllOutsideCells(
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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ICollection<uint> candidates)
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{
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int sphereCount = EffectiveSphereCount(worldSpheres, numSpheres);
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for (int i = 0; i < sphereCount; i++)
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{
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var sphere = worldSpheres[i];
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AddAllOutsideCells(sphere.Origin, sphere.Radius, currentCellId, candidates);
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}
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}
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private static void AddOutsideCell(ICollection<uint> candidates, uint lbPrefix, int gridX, int gridY)
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{
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if (gridX < 0 || gridX >= 8 || gridY < 0 || gridY >= 8) return;
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// Cell index within landblock: row-major (X * 8 + Y) + 1.
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uint low = (uint)(gridX * 8 + gridY + 1);
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candidates.Add(lbPrefix | low);
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}
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/// <summary>
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/// Outdoor→indoor entry path. Ported from retail's
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/// <c>BuildingObj::find_building_transit_cells</c> +
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/// <c>EnvCell::check_building_transit</c>. For each portal of the
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/// outdoor building, look up the destination interior cell and test
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/// whether the sphere overlaps it via
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/// <see cref="BSPQuery.SphereIntersectsCellBsp"/>. If so, add the
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/// interior cell to <paramref name="candidates"/>.
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///
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/// <para>
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/// Issue #89 closed (2026-05-20): uses retail's radius-aware
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/// <c>CCellStruct::sphere_intersects_cell</c>
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/// (<c>acclient_2013_pseudo_c.txt:317666</c>) ported as
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/// <see cref="BSPQuery.SphereIntersectsCellBsp"/>. Promotes CellId to
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/// the interior cell the moment ANY part of the foot-sphere crosses
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/// the cell boundary — matches retail entry timing exactly and
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/// closes the login-inside-inn classification race where the player
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/// would briefly be classified outdoor and walk through walls.
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/// </para>
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/// </summary>
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public static void CheckBuildingTransit(
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PhysicsDataCache cache,
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BuildingPhysics building,
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Vector3 worldSphereCenter,
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float sphereRadius,
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ICollection<uint> candidates)
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{
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foreach (var portal in building.Portals)
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{
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var otherCell = cache.GetCellStruct(portal.OtherCellId);
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if (otherCell?.CellBSP?.Root is null)
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{
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if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
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{
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string reason = otherCell is null ? "cell not cached" : "CellBSP null";
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Console.WriteLine(System.FormattableString.Invariant(
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$"[check-bldg] portal->0x{portal.OtherCellId:X8} skipped: {reason}"));
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}
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continue;
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}
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// Sphere center in the OTHER cell's local space.
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// Issue #89 closed (2026-05-20): use radius-aware sphere-overlap
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// (matches retail's CCellStruct::sphere_intersects_cell at
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// acclient_2013_pseudo_c.txt:317666) instead of point-only. This
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// promotes the player's CellId to the interior cell the moment
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// ANY part of the foot-sphere crosses the cell boundary — the
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// entry-side counterpart to issue #90's sticky-stay fix. Without
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// it, login-inside-the-inn keeps the player classified outdoor
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// until they walk further in (sphere center crosses), letting
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// them run through exterior walls on the way out.
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var localCenter = Vector3.Transform(worldSphereCenter, otherCell.InverseWorldTransform);
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bool inside = BSPQuery.SphereIntersectsCellBsp(otherCell.CellBSP.Root, localCenter, sphereRadius);
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if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[check-bldg] portal->0x{portal.OtherCellId:X8} wpos=({worldSphereCenter.X:F3},{worldSphereCenter.Y:F3},{worldSphereCenter.Z:F3}) lpos=({localCenter.X:F3},{localCenter.Y:F3},{localCenter.Z:F3}) r={sphereRadius:F3} inside={inside}"));
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}
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if (inside)
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{
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candidates.Add(portal.OtherCellId);
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}
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}
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}
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/// <summary>
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/// Top-level cell-tracking driver, ported from retail's
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/// <c>CObjCell::find_cell_list</c> (sphere variant).
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///
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/// <para>
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/// Walks the portal graph from <paramref name="currentCellId"/>,
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/// finds the cell whose <see cref="CellPhysics.CellBSP"/> contains
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/// the sphere center, and returns its full id (landblock-prefixed).
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/// Falls back to <paramref name="currentCellId"/> when no candidate
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/// matches. The candidate set built internally is discarded; use
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/// <see cref="FindCellSet"/> to recover it.
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/// </para>
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///
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/// <para>
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/// Pseudocode reference:
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/// <c>docs/research/acclient_indoor_transitions_pseudocode.md</c>
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/// §"Overall Driver: find_cell_list".
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/// </para>
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/// </summary>
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public static uint FindCellList(
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PhysicsDataCache cache,
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Vector3 worldSphereCenter,
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float sphereRadius,
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uint currentCellId)
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{
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return FindCellSet(cache, worldSphereCenter, sphereRadius, currentCellId, out _);
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}
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/// <summary>
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/// Phase A4 (2026-05-20). Same portal-graph traversal as
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/// <see cref="FindCellList"/> but additionally returns the full
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/// candidate set built during traversal. Used by
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/// <see cref="Transition.CheckOtherCells"/> to iterate every cell
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/// the sphere overlaps for per-cell BSP collision.
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///
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/// <para>
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/// Retail oracle: <c>CTransition::check_other_cells</c> at
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/// <c>acclient_2013_pseudo_c.txt:272717-272798</c> calls
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/// <c>CObjCell::find_cell_list(&this->cell_array, &var_4c, ...)</c>
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/// which fills both the cell_array (set) and var_4c (containing cell).
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/// </para>
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/// </summary>
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public static uint FindCellSet(
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PhysicsDataCache cache,
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Vector3 worldSphereCenter,
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float sphereRadius,
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uint currentCellId,
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out IReadOnlyCollection<uint> cellSet)
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{
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var spheres = new[]
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{
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new Sphere
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{
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Origin = worldSphereCenter,
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Radius = sphereRadius,
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},
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};
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return FindCellSet(cache, spheres, spheres.Length, currentCellId, out cellSet);
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}
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/// <summary>
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/// Multi-sphere form of <see cref="FindCellSet(PhysicsDataCache, Vector3, float, uint, out IReadOnlyCollection{uint})"/>.
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/// Containment still uses sphere 0's center, matching retail's
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/// <c>CObjCell::find_cell_list</c> loop after the transit set is built.
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/// </summary>
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public static uint FindCellSet(
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PhysicsDataCache cache,
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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out IReadOnlyCollection<uint> cellSet)
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{
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var containing = BuildCellSetAndPickContaining(
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cache, worldSpheres, numSpheres, currentCellId,
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out var candidates);
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cellSet = candidates;
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return containing;
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}
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private static uint BuildCellSetAndPickContaining(
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PhysicsDataCache cache,
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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out CellArray candidates)
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{
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// Ordered, deduped candidate array — retail CELLARRAY (add_cell @701036).
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// The ORDER is load-bearing: the current cell is added at index 0 and the
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// pick iterates in order with interior-wins-break, so the current cell wins
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// a boundary straddle and the membership does not ping-pong (the R1 flap).
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candidates = new CellArray();
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int sphereCount = EffectiveSphereCount(worldSpheres, numSpheres);
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if (sphereCount == 0) return currentCellId;
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Vector3 worldSphereCenter = worldSpheres[0].Origin;
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float sphereRadius = worldSpheres[0].Radius;
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uint currentLow = currentCellId & 0xFFFFu;
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uint lbPrefix = currentCellId & 0xFFFF0000u;
|
||
|
||
if (currentLow >= 0x0100u)
|
||
{
|
||
// Indoor seed: the CURRENT cell is added at INDEX 0 (retail
|
||
// CObjCell::find_cell_list add_cell @ pseudo_c:308766). Index 0 is what
|
||
// makes the pick current-cell-first — the hysteresis that stops the flap.
|
||
var currentCell = cache.GetCellStruct(currentCellId);
|
||
if (currentCell is null) return currentCellId;
|
||
candidates.Add(currentCellId);
|
||
|
||
// EXPAND — a single forward walk over the GROWING array, mirroring
|
||
// retail's `for (i=0; i<num_cells; i++) cells[i].find_transit_cells(...)`
|
||
// loop (pseudo_c:308775-308785). FindTransitCellsSphere APPENDS portal
|
||
// neighbours (and, on an exit portal, the outdoor landcells) to the same
|
||
// array; CellArray.Add dedups, so the walk terminates when no new cell is
|
||
// appended. Read OrderedIds[i] by index because the list grows under us.
|
||
bool outdoorAdded = false;
|
||
for (int i = 0; i < candidates.Count; i++)
|
||
{
|
||
uint cellId = candidates.OrderedIds[i];
|
||
var cell = cache.GetCellStruct(cellId);
|
||
if (cell is null) continue;
|
||
|
||
FindTransitCellsSphere(
|
||
cache, cell, cellId, worldSpheres, sphereCount,
|
||
candidates, out bool exitOutside);
|
||
|
||
// A6.P5 (kept): the first exit-portal cell triggers the outdoor
|
||
// neighbourhood add once. Appended AFTER the interior cells, matching
|
||
// retail (CEnvCell::find_transit_cells calls add_all_outside_cells at
|
||
// the end, pseudo_c:310120) — so interior cells precede outdoor in the
|
||
// pick order and interior-wins is preserved.
|
||
if (exitOutside && !outdoorAdded)
|
||
{
|
||
AddAllOutsideCells(worldSpheres, sphereCount, currentCellId, candidates);
|
||
outdoorAdded = true;
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Outdoor seed: expand neighbour landcells (added first), then check each
|
||
// for a building stab whose portals cross into an interior EnvCell.
|
||
// (Stage 2 will make building entry intrinsic and remove CheckBuildingTransit.)
|
||
AddAllOutsideCells(worldSpheres, sphereCount, currentCellId, candidates);
|
||
|
||
var landcellSnapshot = new List<uint>(candidates.OrderedIds);
|
||
foreach (uint landcellId in landcellSnapshot)
|
||
{
|
||
var building = cache.GetBuilding(landcellId);
|
||
if (building is null) continue;
|
||
CheckBuildingTransit(cache, building, worldSphereCenter, sphereRadius, candidates);
|
||
}
|
||
}
|
||
|
||
if (PhysicsDiagnostics.ProbeCellSetEnabled)
|
||
PhysicsDiagnostics.LogCellSetBuild(currentCellId, worldSphereCenter, candidates);
|
||
|
||
// THE PICK — verbatim CObjCell::find_cell_list containing-cell pick
|
||
// (pseudo_c:308788-308825): iterate the array IN ORDER from index 0; for each
|
||
// cell, point_in_cell; set the running result on ANY containing cell;
|
||
// INTERIOR-WINS-BREAK. The current cell is at index 0, so if the sphere centre
|
||
// is still inside it, it wins and the search stops — the retail hysteresis.
|
||
// (Replaces the 5ca2f44 current-first pre-check, which approximated this for
|
||
// the indoor-current case only; the ordered array now delivers it for every
|
||
// seed by construction.)
|
||
uint outdoorResult = 0u;
|
||
foreach (uint candId in candidates.OrderedIds)
|
||
{
|
||
if ((candId & 0xFFFFu) >= 0x0100u)
|
||
{
|
||
// Interior candidate — point_in_cell via the cell BSP (vtable[0x84]).
|
||
var cand = cache.GetCellStruct(candId);
|
||
if (cand?.CellBSP?.Root is null) continue;
|
||
var local = Vector3.Transform(worldSphereCenter, cand.InverseWorldTransform);
|
||
if (BSPQuery.PointInsideCellBsp(cand.CellBSP.Root, local))
|
||
return candId; // interior-wins, stop (pseudo_c:308819)
|
||
}
|
||
else if (outdoorResult == 0u)
|
||
{
|
||
// Outdoor candidate — CLandCell::point_in_cell is the XY-column the
|
||
// sphere is over (acdream landcells have no BSP point_in_cell; the
|
||
// documented adaptation). Record as the running result but DO NOT
|
||
// break — an interior cell later in the array can still win.
|
||
int gx = (int)(worldSphereCenter.X / 24f);
|
||
int gy = (int)(worldSphereCenter.Y / 24f);
|
||
if (gx >= 0 && gx < 8 && gy >= 0 && gy < 8)
|
||
{
|
||
uint outdoorId = lbPrefix | (uint)(gx * 8 + gy + 1);
|
||
if (candId == outdoorId)
|
||
outdoorResult = candId;
|
||
}
|
||
}
|
||
}
|
||
|
||
// No interior cell contained the centre. Return the outdoor XY-column cell if
|
||
// it was a candidate, else stay on the current cell (retail leaves *result
|
||
// null → caller keeps curr_cell).
|
||
return outdoorResult != 0u ? outdoorResult : currentCellId;
|
||
}
|
||
|
||
private static int EffectiveSphereCount(IReadOnlyList<Sphere> worldSpheres, int numSpheres)
|
||
{
|
||
if (numSpheres <= 0 || worldSpheres.Count == 0) return 0;
|
||
return numSpheres < worldSpheres.Count ? numSpheres : worldSpheres.Count;
|
||
}
|
||
}
|