acdream/tests/AcDream.Core.Tests/Physics/ResolveCellIdTests.cs
Erik 069534a372 feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit
Closes the outdoor→indoor entry path. New BuildingPhysics type holds
the per-SortCell BldPortal list + building world transform; PhysicsDataCache
caches it (CacheBuilding + GetBuilding); CellTransit.CheckBuildingTransit
tests each portal's destination cell via PointInsideCellBsp.

PhysicsEngine.ResolveCellId's outdoor branch now hooks CheckBuildingTransit
after the terrain-grid lookup: if the matched landcell has a cached
building stab, check whether the sphere has crossed into one of its
interior EnvCells before returning.

GameWindow at landblock-load time iterates LandBlockInfo.Buildings and
caches each via PhysicsDataCache.CacheBuilding. The landcell-id derivation
uses retail's row-major cell-index formula (gridX * 8 + gridY + 1).

Polish items from Subagent B/C reviews folded in:
- visited HashSet in FindCellList's BFS (avoids O(N^2) re-enqueue)
- ResolveCellId_NoDataCache_ReturnsFallback test (closes coverage gap)
- DataCache-asymmetry comment in PhysicsEngine.ResolveCellId
- Replaced misleading FindCellList outdoor-branch TODO with explicit
  note that ResolveCellId bypasses this branch — wired in ResolveCellId
  directly.
- Removed unused 'using DatReaderWriter.Types;' from CellTransit.cs
- 2 new CellTransitFindCellListTests integration tests
- 1 new CellTransitCheckBuildingTransitTests test (null-CellBSP guard
  case; happy path deferred to visual verification).

Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 17:34:38 +02:00

44 lines
1.4 KiB
C#

using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
public class ResolveCellIdTests
{
[Fact]
public void ResolveCellId_FallbackZero_ReturnsZero()
{
var engine = new PhysicsEngine();
uint result = engine.ResolveCellId(Vector3.Zero, sphereRadius: 0.5f, fallbackCellId: 0u);
Assert.Equal(0u, result);
}
[Fact]
public void ResolveCellId_NoLandblock_OutdoorSeed_ReturnsFallback()
{
var engine = new PhysicsEngine();
engine.DataCache = new PhysicsDataCache();
// Outdoor seed with no landblock added → AddAllOutsideCells produces
// candidates but none have a CellBSP → falls back to input.
uint result = engine.ResolveCellId(
new Vector3(100, 100, 0),
sphereRadius: 0.5f,
fallbackCellId: 0xA9B40001u);
Assert.Equal(0xA9B40001u, result);
}
[Fact]
public void ResolveCellId_NoDataCache_ReturnsFallback()
{
// Build a PhysicsEngine without setting DataCache.
var engine = new PhysicsEngine { DataCache = null };
uint result = engine.ResolveCellId(
new Vector3(100, 100, 0),
sphereRadius: 0.5f,
fallbackCellId: 0xA9B40100u); // indoor seed
// Indoor branch falls back when DataCache is null.
Assert.Equal(0xA9B40100u, result);
}
}