acdream/docs/research/2026-05-21-open-items-pickup-prompt.md
Erik 6d18d879a2 docs(milestones): promote indoor work to M1.5 — primary focus
Continued indoor testing through 2026-05-20 surfaced a deep family
of physics + lighting bugs that span buildings AND dungeons. Today's
session shipped 5 surgical fixes (A4 + #89 + #90 + #91 + #92) that
close the user-visible "walls walk through at Holtburg inn" symptom,
but #90 specifically is a CLAUDE.md-rules workaround (sphere-overlap
stickiness on top of point-only cell containment) added without prior
approval. The underlying issue (BSP push-back distance probably
diverges from retail) hasn't been measured. Plus the umbrella #83
(indoor multi-Z walking) has been open since 2026-05-19 with multiple
aborted fix attempts; plus indoor lighting (#80 + #81 + new #93 +
#94) has been deferred as "M7 polish" but is actually part of the
same indoor-experience problem.

Promoting to a milestone of its own forces the work to be central,
retail-anchored, and complete — not another whack-a-mole patch.

Milestone M1.5 — "Indoor world feels right":
  Demo: enter Holtburg Sewer through the in-town portal, navigate
  through 5-7 rooms with stairs + a multi-Z chamber, exit back to
  town. Walls block. Stairs work. Items block. Lighting reads
  correctly. Cell transitions smooth.

  Phases:
    A6 — Indoor physics fidelity (cdb-driven)
    A7 — Indoor lighting fidelity (RenderDoc + retail-decomp driven)

  Issues in scope: #80, #81, #83, #88, #90 (workaround removal),
  #93 (new lighting umbrella), #94 (held-item spotlight),
  + TryFindIndoorWalkablePlane synthesis removal.

M2 ("Kill a drudge") deferred until M1.5 lands.

This commit updates:
  - docs/plans/2026-05-12-milestones.md (M1.5 block inserted, M2 moved
    to deferred status)
  - docs/plans/2026-04-11-roadmap.md (A6 + A7 sub-pieces detailed)
  - CLAUDE.md (Currently working toward updated to M1.5, M2 paragraph
    marked deferred, M1.5 baseline shipped paragraph added)
  - docs/ISSUES.md (#80, #81, #83, #88, #90 tagged M1.5 scope;
    new #93 indoor lighting umbrella + #94 held-item spotlight filed)
  - docs/research/2026-05-21-open-items-pickup-prompt.md (landscape
    table reorganized around M1.5 phases)

A6 + A7 specs to be drafted in the next session(s).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-21 10:32:24 +02:00

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Markdown

# Open items pickup prompt — 2026-05-21 session aftermath
After the 2026-05-21 collision-fix session, six discrete items remain.
This doc gives a fresh session the full landscape: how the items
relate, what depends on what, what order makes sense.
The pasteable session-start prompt is at the bottom of this doc.
## The landscape at a glance (updated 2026-05-20 — MILESTONE PROMOTION)
**Status as of end of 2026-05-20 session:** the original 6-item landscape
has been promoted to a milestone of its own — **M1.5 "Indoor world feels
right"** — opened today. M2 ("Kill a drudge") is deferred until M1.5 lands.
Today's session shipped a 5-fix M1.5 baseline (A4 + #89 + #90 workaround +
#91 + #92) closing the user-visible "walls walk through at Holtburg inn"
symptom; the proper root-cause fix (BSP push-back distance investigation +
synthesis removal) is the actual M1.5 work.
| # | Item | Domain | M1.5 phase | Status |
|---|---|---|---|:---:|
| A4 | Multi-cell BSP iteration — walls in adjacent cells too | Collision | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
| #89 | Sphere-overlap in CheckBuildingTransit | Collision | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
| #90 | CellId ping-pong at doorway threshold (workaround in place) | Collision — cell tracking | A6.P4 (workaround removal) | ⚠ WORKAROUND |
| #91 | Indoor cell shadows in FindObjCollisions | Collision | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
| #92 | Server cell id at player-mode entry | Cell tracking | (baseline, shipped) | ✅ CLOSED 2026-05-20 |
| #83 | Indoor multi-Z walking (cellars, 2nd floors) — UMBRELLA | Physics | A6.P1-P3 | OPEN (M1.5 primary) |
| stairs | Stairs walk-through + stuck-in-falling | Physics | A6.P1-P3 (subsumed by #83) | OPEN |
| 2nd-floor / cellar | Multi-Z navigation | Physics | A6.P1-P3 (subsumed by #83) | OPEN |
| `TryFindIndoorWalkablePlane` | Per-frame CP synthesis (99.87% MISS) | Physics — synthesis removal | A6.P4 | OPEN (workaround) |
| #88 | Indoor static objects vibrate | Physics — sub-step state | A6 (suspected family) | OPEN |
| **#93** | Indoor lighting broken (UMBRELLA — new) | Lighting | A7.L1-L3 | OPEN (M1.5 primary) |
| **#94** | Held items project spotlight on walls (new) | Lighting | A7.L1-L3 | OPEN |
| #80 | Camera on 2nd floor goes dark | Lighting | A7.L1-L3 | OPEN |
| #81 | Static building stabs don't react to atmospheric lighting | Lighting | A7.L1-L3 | OPEN |
| A2 | PHSP inversion | Collision math | post-M1.5 (Low) | OPEN |
## Two domains, one critical-path chain
The 6 items split cleanly:
**Domain 1 — Collision (M2 critical path).** A4, stairs, A2, A3.
These block "kill a drudge" because dungeons have drudges and dungeons
have walls/stairs/floors that need to behave correctly. The dependency
chain is:
```
A4 (multi-cell iteration)
┌──────────┴──────────┐
▼ ▼
stairs (verify A3 (remove
post-A4) synthesis,
relies on
A4 retention)
A2 (PHSP fix
— also useful
standalone)
```
A4 is the biggest user-visible win and it unblocks A3. A2 is a small
self-contained correctness fix that pairs naturally with A3. Stairs
are likely an A4 side-effect.
**Domain 2 — Rendering (M7 polish).** L-indoor + L-spotlight. These
don't affect gameplay correctness — the world just looks wrong.
Different code paths (lighting, not physics), different files,
different domain knowledge. Best tackled in their own session,
ideally after collision is solid so the visual artifacts are easier
to isolate.
## Why this order
1. **A4 first.** Biggest user-visible improvement. Closes the
"vestibule cells don't block walls" gap by querying every cell
the sphere overlaps, not just the one cell the player's center
is in. Retail oracle: `CTransition::check_other_cells` at
`acclient_2013_pseudo_c.txt:272717-272798`. Existing
`CellTransit.FindCellList` already enumerates the right cells;
A4 wires that into `FindEnvCollisions`. Probably 1-2 days.
2. **Verify stairs after A4.** If A4 closes vestibule walls, it
probably also closes stairs (same architectural gap — stairs
span cells). If stairs still walk-through after A4, investigate
per-cell physics-poly coverage for stair geometry as a separate
sub-issue.
3. **A2.** One-line flip in `PolygonHitsSpherePrecise`
([BSPQuery.cs:117](src/AcDream.Core/Physics/BSPQuery.cs:117)) plus
a unit test for the tangent boundary. Improves correctness across
every BSP query (walls, step-up, step-down). Pairs cleanly with A3.
4. **A3.** Once A4 + A2 land, the architectural cleanup becomes safe.
Delete `TryFindIndoorWalkablePlane` (TransitionTypes.cs:1294) and
the synthesis call site. Retail's grounded path doesn't synthesize
CP — it retains via Mechanisms A/B/C (already in our code at
BSPQuery.cs:1615, TransitionTypes.cs:2618, TransitionTypes.cs:896).
The 2026-05-20 session tried A3 prematurely (Bug A) and reverted
because the doorway-exit case relied on multi-cell iteration that
wasn't there. A4 closes that gap.
5. **Lighting (M7).** Separate session. Different domain. Defer until
M2 ships.
## Per-item starter notes
### A4 — multi-cell BSP iteration
**Read first:**
- §"Phase A4" of `docs/research/2026-05-21-collision-fixes-shipped-handoff.md`
- `acclient_2013_pseudo_c.txt:272717-272798` (`check_other_cells`)
- [`src/AcDream.Core/Physics/TransitionTypes.cs:1407-1559`](src/AcDream.Core/Physics/TransitionTypes.cs:1407) (`FindEnvCollisions` — change site)
- [`src/AcDream.Core/Physics/CellTransit.cs`](src/AcDream.Core/Physics/CellTransit.cs) (helpers already exist)
**Approach:**
- Extract a "cell_array" set from the player's current cell via the
existing CellTransit BFS.
- Iterate each cell, run `BSPQuery.FindCollisions` against each one.
- Combine results: any cell returning Collided/Adjusted halts; any
cell returning Slid is remembered; all OK = return OK.
**Acceptance:** Walk into the Holtburg inn vestibule (cell `0xA9B40164`).
Walls in cell `0xA9B40157` should now block when the player's sphere
extends into them, even though the player's center is still in the
vestibule.
### Stairs walk-through
**Strategy:** verification-only, after A4. Launch with the same probe
set, walk up the inn stairs, watch the `[indoor-bsp]` results. If
stair hits fire correctly, done. If not, investigate the cell's
physics-poly data — stairs may be packed as static objects rather
than cell-structure polys.
### A2 — PHSP inversion fix
**Bug:** [`BSPQuery.cs:117`](src/AcDream.Core/Physics/BSPQuery.cs:117)
has `if (MathF.Abs(dist) > rad) return false;` — bails when sphere
is FAR from plane. Retail's `polygon_hits_sphere_slow_but_sure` at
`acclient_2013_pseudo_c.txt:322509-322517` does the opposite — bails
when sphere is OVERLAPPING plane.
**Fix:** flip the comparison. New unit test for the tangent boundary
(sphere center at `radius` distance from plane → continue, not
reject).
**Caveat:** doesn't fix walkable synthesis on its own —
`AdjustSphereToPlane` also rejects at the tangent boundary (strict
`<` check on interp). The two together gate the synthesis. Fixing A2
alone changes which side of the boundary the rejection happens on
but doesn't close the gap. Pair with A3 for the full benefit.
**Read first:**
- §"Phase A2" of `docs/research/2026-05-21-collision-fixes-shipped-handoff.md`
- `docs/research/2026-05-21-walk-miss-capture-findings.md` (the
smoking-gun analysis of the 2 cm boundary)
### A3 — synthesis removal
**Bug:** retail's grounded path doesn't re-synthesize ContactPlane.
It retains via three mechanisms (Path 4 land, LKCP proximity restore,
post-OK step-down probe — all already in our code). Our
`TryFindIndoorWalkablePlane` runs every frame and is unfaithful.
**Fix:** delete `TryFindIndoorWalkablePlane` ([TransitionTypes.cs:1294](src/AcDream.Core/Physics/TransitionTypes.cs:1294))
and its call site. ~500 lines deleted.
**Critical prerequisite:** A4 must ship first. The 2026-05-20 session
tried A3 prematurely (Bug A) and reverted because doorway transitions
caused free-fall — Mechanism C couldn't find a floor poly at the
threshold because the indoor cell's BSP had no coverage past the
doorway, and multi-cell iteration wasn't there to query the adjacent
cell.
**Read first:**
- `docs/research/2026-05-20-indoor-walking-bug-a-handoff.md`
(Bug A's premise + reversion)
- §"Phase A3" of the 2026-05-21 handoff
### L-indoor — lighting broken inside
**Symptom:** lights inside buildings don't illuminate correctly.
**Likely areas:**
- Cell-light association (which lights belong to which cell)
- Light visibility culling (visible-cells set + light bounds)
- Per-light projection matrix indoors
**Domain:** rendering, not physics. Separate session.
### L-spotlight — items projecting spotlight on walls
**Symptom:** held items (torches, etc.) project spotlight effects
onto walls in unexpected directions.
**Likely areas:**
- Per-entity light direction transform
- LightingHookSink owner-tracking
**Domain:** rendering, not physics. Separate session.
## CLAUDE.md rules to remember
1. **Work-order autonomy.** You pick what to work on. Recommended
order above but adjust if you find something blocking.
2. **No workarounds, retail-faithful.** Same rule that drove A1
through A1.7. If a fix starts to look like a band-aid, stop.
3. **Probe-first, design-second.** Already have rich probes
(`[indoor-bsp]`, `[cell-transit]`, `[cell-cache]`,
`[walk-miss]`, `[floor-polys]`, `[resolve-bldg]`). Capture before
theorizing.
4. **Visual verification is the acceptance test.** Walk the building
after each fix.
5. **Stop signals.** Three failed visual verifications in a session =
write a handoff, don't push for a fourth.
6. **Don't enable `ACDREAM_PROBE_RESOLVE` for live play.** It lagged
the client last session (400k+ lines at 30 Hz).
7. **Subagent policy: Sonnet for implementers, Opus only for
load-bearing review.**
8. **Worktrees.** Use the `superpowers:using-git-worktrees` skill to
create a fresh worktree branched from main before touching code.
## Launch command (light probes only)
```powershell
$env:ACDREAM_DAT_DIR = "$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_CELL = "1"
$env:ACDREAM_PROBE_CELL_CACHE = "1"
dotnet build -c Debug
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch.log"
```
UTF-16LE → UTF-8 conversion for grep:
```powershell
Get-Content launch.log -Encoding Unicode |
Out-File launch.utf8.log -Encoding utf8
```
---
## The pasteable session-start prompt
Open a new Claude Code session in the main acdream worktree
(`C:\Users\erikn\source\repos\acdream`, branch `main` at SHA
`f80b537` or later). Then paste:
---
```
Pick up the acdream open-items cleanup. After the 2026-05-21 session,
6 items remain across collision + rendering.
1. Read docs/research/2026-05-21-open-items-pickup-prompt.md FIRST.
It maps the 6 items, their dependencies, and the recommended
order (A4 → verify-stairs → A2 → A3 → lighting in a separate
session). Each item has its own "Read first" anchor list inside.
2. Branch state: main is at f80b537 with all 2026-05-21 fixes
landed (A1, A1.5, A1.6, A1.7 + probe spike + handoff docs).
Build green, 1129-test baseline holds, four user-visible
improvements visually verified. Local main is ahead of
origin/main (origin at 7034be9); push only if explicitly asked.
3. **Set up isolation FIRST.** Use the superpowers:using-git-worktrees
skill to create a fresh worktree from main. Don't work directly
in the parent worktree. The 2026-05-21 session's worktree
(claude/lucid-goldberg-1ba520) is identical to main and can be
removed.
4. Recommended first phase: **A4 (multi-cell BSP iteration)**. It
has the biggest user-visible payoff (closes vestibule-cell wall
walk-through, likely closes stairs too) and unblocks A3
architectural cleanup. Retail oracle is at
acclient_2013_pseudo_c.txt:272717-272798 (CTransition::check_other_cells).
Existing CellTransit helpers (FindCellList, FindTransitCellsSphere,
AddAllOutsideCells) already enumerate the right cells; A4's
work is wiring them into Transition.FindEnvCollisions.
5. Use the superpowers:brainstorming skill before writing A4 code.
A4 is a real architectural change (multi-day, 2 files modified +
tests) and deserves its own spec + plan. Don't shortcut it.
6. CLAUDE.md rules:
- No workarounds. Retail-faithful.
- Probe-first, design-second.
- Visual verification at Holtburg inn cell 0xA9B40164 vestibule
is the A4 acceptance test (walls in adjacent cell 0xA9B40157
should block when the player straddles the boundary).
- Don't enable ACDREAM_PROBE_RESOLVE for live play (lags the
client). Use [indoor-bsp] + [cell-transit] + [cell-cache] only.
- Three failed visual verifications = handoff, not a fourth attempt.
7. M2 ("kill a drudge") is the active milestone. A4 + stair
verification + A2 + A3 are all on the M2 critical path because
dungeons need walkable indoor space. Lighting is M7 polish;
defer.
8. Launch command (light probes only):
$env:ACDREAM_DAT_DIR = "$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_CELL = "1"
$env:ACDREAM_PROBE_CELL_CACHE = "1"
dotnet build -c Debug
dotnet run --project src\AcDream.App\AcDream.App.csproj --no-build -c Debug 2>&1 |
Tee-Object -FilePath "launch.log"
State the milestone + chosen phase in your first action.
```