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>
38 lines
1.1 KiB
C#
38 lines
1.1 KiB
C#
using System.Numerics;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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public class CellTransitFindCellListTests
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{
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[Fact]
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public void IndoorSeed_NoCacheEntry_ReturnsFallback()
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{
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var cache = new PhysicsDataCache();
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// Indoor seed but cell not cached → FindCellList early-returns the fallback.
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uint result = CellTransit.FindCellList(
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cache,
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worldSphereCenter: Vector3.Zero,
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sphereRadius: 0.5f,
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currentCellId: 0xA9B40100u);
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Assert.Equal(0xA9B40100u, result);
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}
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[Fact]
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public void OutdoorSeed_Returns_FallbackWhenNoCellBSPs()
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{
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var cache = new PhysicsDataCache();
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// Outdoor seed: AddAllOutsideCells adds landcell candidates, but they
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// have no CellPhysics (only EnvCells get cached) → containment loop
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// finds no winner → fall back.
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uint result = CellTransit.FindCellList(
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cache,
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worldSphereCenter: new Vector3(12f, 12f, 0f),
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sphereRadius: 0.5f,
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currentCellId: 0xA9B40001u);
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Assert.Equal(0xA9B40001u, result);
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}
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}
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