Root cause (oracle: CLandCell::point_in_cell :316941 = terrain-poly only;
find_cell_list null-result keep-curr pc:308788-308825; CEnvCell::
check_building_transit :309827 = sphere_intersects_cell per portal-adjacent
cell): retail KEEPS curr_cell when nothing contains the centre — including
inside a house's containment gaps. Our 6dbbf95 escape hatch instead demoted
any hydrated indoor claim the sphere no longer overlaps to the outdoor
column; at the A9B3 hill cottage's real interior gap this stranded the
player outdoor-classified deep indoors, where re-promotion is portal-
adjacent-only (retail-identical) -> the outdoor flood rendered the interior
transparent (the user's "sometimes transparent" walk).
The hatch's actual target - poisoned (cell, position) SAVES - has been
handled at the SNAP by PhysicsEngine.Resolve's AdjustPosition validation
since #107/#111, so the per-tick pick reverts to retail semantics:
1. lateral recovery first - when the sphere no longer overlaps the claim,
search the claim's stab list for a containing cell (retail
find_visible_child_cell :311444, the same recovery AdjustPosition uses);
the #111 adjacent-claim shape now self-heals laterally (dat-backed test:
pick(seed 0x172) at a 0x171-interior point -> 0x171);
2. else KEEP curr_cell (retail null-result).
Two old tests asserting the hatch demote rewritten to the retail semantics
(tests-can-codify-bugs); P1 retail-golden conformance gates explicitly green
(FindCellListConformance + ThresholdPortalCrossing + CottageDoorway +
CameraCornerSeal = 11/11). New Issue112MembershipTests: the lateral-recovery
fact + a DocumentsResidual fact pinning the remaining at-doorway gap demote
(via the NORMAL outdoor-candidate path; open oracle read = retail's
add_all_outside_cells gate in CEnvCell::find_transit_cells pc:317499 -
sphere-proximity vs graph-reachability). Core 1383 + 4 pre-existing #99
failures + 1 skip.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
422 lines
20 KiB
C#
422 lines
20 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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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 CellTransitFindCellSetTests
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{
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// ──────────────────────────────────────────────────────────────────
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// Helpers — mirror CellTransitFindTransitCellsSphereTests.cs pattern
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// ──────────────────────────────────────────────────────────────────
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private static CellPhysics MakeCellWithPortalAtRightWall(
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Matrix4x4 worldTransform, uint otherCellId, ushort flags)
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{
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var portalPoly = new ResolvedPolygon
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{
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Vertices = new[]
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{
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new Vector3(2.5f, -2.5f, 0f),
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new Vector3(2.5f, 2.5f, 0f),
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new Vector3(2.5f, 2.5f, 5f),
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new Vector3(2.5f, -2.5f, 5f),
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},
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Plane = new Plane(new Vector3(1, 0, 0), -2.5f), // x = 2.5
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NumPoints = 4,
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SidesType = CullMode.None,
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};
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Matrix4x4.Invert(worldTransform, out var inv);
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return new CellPhysics
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{
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WorldTransform = worldTransform,
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InverseWorldTransform = inv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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PortalPolygons = new Dictionary<ushort, ResolvedPolygon> { [10] = portalPoly },
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Portals = new[]
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{
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new PortalInfo(otherCellId: (ushort)otherCellId, polygonId: 10, flags: flags),
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},
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CellBSP = new CellBSPTree
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{
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Root = new CellBSPNode { Type = BSPNodeType.Leaf },
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}
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};
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}
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// ──────────────────────────────────────────────────────────────────
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// Tests
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// ──────────────────────────────────────────────────────────────────
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[Fact]
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public void Sphere_FullyInsidePrimaryCell_ReturnsOnlyPrimary()
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{
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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// Sphere far from any portal — local x=-1, reach to x=-0.5; portal at x=2.5.
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var sphereCenter = new Vector3(-1.0f, 0f, 2.5f);
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uint containing = CellTransit.FindCellSet(
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cache, sphereCenter, sphereRadius: 0.5f,
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currentCellId: 0xA9B40100u,
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out var cellSet);
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Assert.Equal(0xA9B40100u, containing);
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Assert.Single(cellSet);
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Assert.Contains(0xA9B40100u, cellSet);
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}
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[Fact]
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public void Sphere_StraddlingPortal_ReturnsBothCells()
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{
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
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var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
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Matrix4x4.Invert(cellBT, out var cellBInv);
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var cellB = new CellPhysics
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{
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WorldTransform = cellBT,
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InverseWorldTransform = cellBInv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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CellBSP = new CellBSPTree
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{
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Root = new CellBSPNode { Type = BSPNodeType.Leaf },
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}
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};
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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cache.RegisterCellStructForTest(0xA9B40101u, cellB);
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// Sphere center at local x=2.0, radius=0.5 → reaches x=2.5 = portal plane.
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var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
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uint containing = CellTransit.FindCellSet(
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cache, sphereCenter, sphereRadius: 0.5f,
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currentCellId: 0xA9B40100u,
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out var cellSet);
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Assert.Contains(0xA9B40100u, cellSet);
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Assert.Contains(0xA9B40101u, cellSet);
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}
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[Fact]
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public void FindCellSet_OutdoorSeed_IncludesNeighbourLandcells()
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{
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var cache = new PhysicsDataCache();
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// A6.P4 (2026-05-24): sphere coords are LANDBLOCK-LOCAL (X/Y in
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// [0, 192]). Place the sphere center near the east boundary of
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// landcell grid(0,0) (i.e., near local X=24) so AddAllOutsideCells
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// adds the east neighbour grid(1,0).
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var sphereCenter = new Vector3(23.8f, 12f, 0f);
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uint containing = CellTransit.FindCellSet(
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cache, sphereCenter, sphereRadius: 0.5f,
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currentCellId: 0xA9B40001u, // outdoor cell, low byte < 0x100
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out var cellSet);
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Assert.Equal(0xA9B40001u, containing);
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Assert.True(cellSet.Count >= 2, $"Expected ≥2 cells in set (primary + east neighbour), got {cellSet.Count}");
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}
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[Fact]
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public void IndoorSeed_ExitPortalTouchedOnlyBySecondSphere_AddsOutdoorLandcell()
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{
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// A6.P4 (2026-05-24): landblock-local sphere coords. Cell sits at
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// the landblock origin (identity transform), so cell-local == world.
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// Sphere head at local (2, 12, 3.2) reaches the cell's exit portal
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// plane at local X=2.5 → AddAllOutsideCells fires.
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var exitCell = MakeCellWithPortalAtRightWall(
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Matrix4x4.Identity,
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otherCellId: 0xFFFF,
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flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
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var spheres = new[]
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{
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// Foot sphere is not near the exit portal plane at local x=2.5.
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new Sphere { Origin = new Vector3(0f, 12f, 2.5f), Radius = 0.5f },
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// Head sphere reaches the exit portal plane and should trigger
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// outdoor landcell expansion.
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new Sphere { Origin = new Vector3(2f, 12f, 3.2f), Radius = 0.5f },
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};
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uint containing = CellTransit.FindCellSet(
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cache, spheres, spheres.Length,
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currentCellId: 0xA9B40100u,
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out var cellSet);
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Assert.Equal(0xA9B40100u, containing);
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Assert.Contains(0xA9B40100u, cellSet);
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Assert.Contains(0xA9B40001u, cellSet);
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}
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// ──────────────────────────────────────────────────────────────────
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// #106 — outdoor membership across landblock boundaries.
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// Retail's add_all_outside_cells + the find_cell_list pick run in the
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// GLOBAL landcell grid (LandDefs lcoords); crossing a landblock boundary
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// is inherent. The pre-#106 port clamped both to the current block's 8×8
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// grid → zero candidates one step over the line → membership frozen
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// (the 10,449-frame playerCell freeze in flap-105-capture.log).
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// ──────────────────────────────────────────────────────────────────
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[Fact]
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public void OutdoorSeed_CrossesLandblockBoundary_South()
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{
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// The #106 acceptance golden: walking south out of A9B4, the outdoor
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// cell must advance to the southern neighbour block's cell. Anchor
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// frame (no registered terrain → origin Zero): world y = -0.2 is
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// 0.2 m into A9B3's row 7 under x=150 → cell 0xA9B30038.
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var cache = new PhysicsDataCache();
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uint containing = CellTransit.FindCellSet(
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cache, new Vector3(150f, -0.2f, 0f), sphereRadius: 0.5f,
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currentCellId: 0xA9B40031u,
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out var cellSet);
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Assert.Equal(0xA9B30038u, containing);
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Assert.Contains(0xA9B30038u, cellSet);
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Assert.Contains(0xA9B40031u, cellSet); // +Y neighbour still in the set
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}
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[Fact]
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public void OutdoorSeed_NearBoundaryButInside_StaysCurrent()
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{
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// 0.2 m NORTH of the boundary: the candidate set includes the A9B3
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// neighbour (sphere overlaps it) but the centre column is still the
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// current cell — membership must NOT flip early (single clean flip
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// at the line, matching the capture's 96/96 within-block behaviour).
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var cache = new PhysicsDataCache();
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uint containing = CellTransit.FindCellSet(
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cache, new Vector3(150f, 0.2f, 0f), sphereRadius: 0.5f,
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currentCellId: 0xA9B40031u,
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out var cellSet);
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Assert.Equal(0xA9B40031u, containing);
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Assert.Contains(0xA9B30038u, cellSet);
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}
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[Fact]
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public void OutdoorSeed_NonAnchorBlock_UsesRegisteredTerrainOrigin()
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{
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// Northbound return: the player's current cell is in A9B3 (origin
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// (0, -192) registered via CellGraph terrain — the production path).
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// World y = +1 is 1 m back into the anchor block A9B4; the pick must
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// convert through A9B3's origin (block-local y = 193) and advance to
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// 0xA9B40031. Pre-#106 the world frame was silently assumed
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// block-local, which is wrong for every non-anchor block.
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var cache = new PhysicsDataCache();
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cache.CellGraph.RegisterTerrain(
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0xA9B30000u,
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new TerrainSurface(new byte[81], new float[256]),
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new Vector3(0f, -192f, 0f));
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uint containing = CellTransit.FindCellSet(
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cache, new Vector3(150f, 1f, 0f), sphereRadius: 0.5f,
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currentCellId: 0xA9B30038u,
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out _);
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Assert.Equal(0xA9B40031u, containing);
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}
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// ──────────────────────────────────────────────────────────────────
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// #106 gate-2 escape hatch — bogus indoor claim recovery.
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// Restores the #83/A1.7 + #90 verification (formerly in ResolveCellId,
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// lost in the collide-then-pick rewrite): a HYDRATED indoor current
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// cell whose CellBSP no longer overlaps ANY part of the foot sphere is
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// a bogus claim (corrupt server save pairing an indoor cell with a
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// position far outside it, or walked out through an unblocked gap).
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// Staying on it wedges everything: the BFS can't reach an exit portal
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// from a cell the sphere isn't in (no outdoor candidates, membership
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// frozen), GetNearbyObjects' #98 gate reads "indoor primary" (no
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// object collision), no wall BSP and no terrain (void fall). The pick
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// must demote to the outdoor column under the sphere centre.
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// Sphere-overlap (not point-in) preserves the #90 doorway-pushback
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// hysteresis.
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// ──────────────────────────────────────────────────────────────────
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/// <summary>Cell whose CellBSP half-space is x ≥ 0 (cell-local).</summary>
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private static CellPhysics MakeCellWithBoundedBsp(Matrix4x4 worldTransform)
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{
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Matrix4x4.Invert(worldTransform, out var inv);
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return new CellPhysics
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{
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WorldTransform = worldTransform,
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InverseWorldTransform = inv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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CellBSP = new CellBSPTree
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{
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Root = new CellBSPNode
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{
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SplittingPlane = new Plane(new Vector3(1f, 0f, 0f), 0f),
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PosNode = new CellBSPNode { Type = BSPNodeType.Leaf },
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},
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}
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};
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}
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[Fact]
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public void IndoorSeed_SphereFullyOutsideHydratedCell_KeepsCurrent_RetailNullResult()
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{
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// #112 (2026-06-10): REWRITTEN from the 6dbbf95 escape-hatch
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// assertion (was: demote to the outdoor column 0xA8B40039). Retail
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// find_cell_list leaves *result null when NOTHING contains the centre
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// and the caller KEEPS curr_cell (pc:308788-308825) — the hatch's
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// demote was a non-retail addition that also fired on legitimate
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// sub-meter containment gaps INSIDE houses (the A9B3 cottage),
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// stranding the player outdoor-classified deep indoors → transparent
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// interior. The hatch's actual target (poisoned saves) is handled at
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// the SNAP by PhysicsEngine.Resolve's AdjustPosition validation
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// (#107/#111). With no stab-list on this fixture cell, the lateral
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// recovery finds nothing → keep the claim.
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40150u, MakeCellWithBoundedBsp(Matrix4x4.Identity));
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uint containing = CellTransit.FindCellSet(
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cache, new Vector3(-10f, 12f, 0f), sphereRadius: 0.5f,
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currentCellId: 0xA9B40150u,
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out _);
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Assert.Equal(0xA9B40150u, containing);
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}
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[Fact]
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public void IndoorSeed_SphereStraddlesCellBoundary_StaysCurrent()
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{
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// #90 hysteresis guard: centre just outside the half-space (x=-0.3)
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// but the 0.5 radius still reaches back in → sphere OVERLAPS → the
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// claim is legitimate (doorway push-back shape) → NO demotion.
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40150u, MakeCellWithBoundedBsp(Matrix4x4.Identity));
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uint containing = CellTransit.FindCellSet(
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cache, new Vector3(-0.3f, 12f, 0f), sphereRadius: 0.5f,
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currentCellId: 0xA9B40150u,
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out _);
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Assert.Equal(0xA9B40150u, containing);
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}
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[Fact]
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public void IndoorSeed_CellWithoutBsp_CannotVerify_StaysCurrent()
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{
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// Stale-beats-null while streaming hydrates: a registered cell with
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// no CellBSP yet cannot be verified — trust the claim (no demotion).
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Matrix4x4.Invert(Matrix4x4.Identity, out var inv);
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var cellNoBsp = new CellPhysics
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{
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = inv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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};
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40150u, cellNoBsp);
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uint containing = CellTransit.FindCellSet(
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cache, new Vector3(-10f, 12f, 0f), sphereRadius: 0.5f,
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currentCellId: 0xA9B40150u,
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out _);
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Assert.Equal(0xA9B40150u, containing);
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}
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// ──────────────────────────────────────────────────────────────────
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// Membership hysteresis — the R1-flap root cause.
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// Retail CObjCell::find_cell_list adds the CURRENT cell at index 0
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// (add_cell, pc:308766) and the pick loop iterates from index 0 with
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// interior-wins-break (pc:308791-308819) — so when two cells' BSPs both
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// contain the sphere center at a boundary, the CURRENT cell wins and the
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// membership does NOT flip. acdream's unordered-HashSet pick dropped that
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// ordering, producing the stair/room/doorway ping-pong (cell flips every
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// tick while straddling). This guards the current-cell-first behaviour.
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// ──────────────────────────────────────────────────────────────────
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[Theory]
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[InlineData(0xA9B40100u, 0xA9B40101u)]
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[InlineData(0xA9B40101u, 0xA9B40100u)]
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public void TwoOverlappingCells_CurrentCellWinsTheStraddle(uint currentCellId, uint otherCellId)
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{
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// Both cells use a Leaf BSP (contains any point) and are reciprocally portalled at the same
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// plane (local x=2.5), so the candidate set is {both} from EITHER seed and the sphere center
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// is inside BOTH cells' BSPs. The pick must return the CURRENT cell (hysteresis), not flip to
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// the neighbour. Testing both seed directions guarantees a deterministic failure on the
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// unordered pick (it returns the same enumeration-first cell regardless of which is current).
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ushort currentLow = (ushort)(currentCellId & 0xFFFF);
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ushort otherLow = (ushort)(otherCellId & 0xFFFF);
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var current = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherLow, flags: 0);
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var other = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, currentLow, flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(currentCellId, current);
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cache.RegisterCellStructForTest(otherCellId, other);
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// Center straddles the portal plane at local x=2.5 (both cells), inside both Leaf BSPs.
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var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
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uint containing = CellTransit.FindCellSet(
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cache, sphereCenter, sphereRadius: 0.5f,
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currentCellId: currentCellId,
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out var cellSet);
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Assert.Contains(currentCellId, cellSet);
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Assert.Contains(otherCellId, cellSet);
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Assert.Equal(currentCellId, containing); // retail current-cell-first hysteresis
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}
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// The ordered-CELLARRAY contract: FindCellSet returns the candidate set in
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// retail add-order with the CURRENT cell at index 0 (retail add_cell @308766).
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// This is the invariant the verbatim pick relies on; the unordered HashSet
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// could not guarantee it.
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[Fact]
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public void FindCellSet_CurrentCellIsFirstInTheSet()
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{
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
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var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
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Matrix4x4.Invert(cellBT, out var cellBInv);
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var cellB = new CellPhysics
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{
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WorldTransform = cellBT,
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InverseWorldTransform = cellBInv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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CellBSP = new CellBSPTree { Root = new CellBSPNode { Type = BSPNodeType.Leaf } },
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};
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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cache.RegisterCellStructForTest(0xA9B40101u, cellB);
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// Straddle the portal plane so both cells are in the set.
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var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
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CellTransit.FindCellSet(cache, sphereCenter, 0.5f, 0xA9B40100u, out var cellSet);
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Assert.Equal(0xA9B40100u, cellSet.First()); // current cell at index 0
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}
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// Interior-wins over the outdoor fallback: while an interior cell still
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// contains the centre, it wins even though the exit portal also added the
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// outdoor landcell to the set (retail interior-wins-break, pc:308814-308819).
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||
[Fact]
|
||
public void IndoorWithExitPortal_InteriorWinsWhileItContainsCentre()
|
||
{
|
||
// Interior cell at the landblock origin with an exit portal at local x=2.5;
|
||
// Leaf BSP contains any point. Centre at local (0,12,2.5) is INSIDE the cell
|
||
// and NOT across the exit plane, so interior must win even though the head
|
||
// sphere / exit logic may add the outdoor landcell.
|
||
var exitCell = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0xFFFF, flags: 0);
|
||
var cache = new PhysicsDataCache();
|
||
cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
|
||
|
||
var sphereCenter = new Vector3(0f, 12f, 2.5f);
|
||
uint containing = CellTransit.FindCellSet(cache, sphereCenter, 0.5f, 0xA9B40100u, out _);
|
||
Assert.Equal(0xA9B40100u, containing); // interior-wins, not the outdoor landcell
|
||
}
|
||
}
|