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# Terrain height cache fix

# Terrain Height Cache Fix (February 2026)

## Overview

A critical bug in the terrain height cache was fixed in February 2026 that caused a consistent 50-meter offset in height lookups. This affected player positioning, pathfinding, and resource spawning.

## Symptoms

* Players floating \~50 meters above ground
* Resources (trees, rocks) spawning in mid-air
* Pathfinding failures (incorrect walkability checks)
* Incorrect collision detection
* Mobs spawning at wrong heights

## Root Cause

The `getHeightAtCached()` function had two bugs:

### Bug #1: Tile Index Calculation

**Broken Code:**

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
const tileX = Math.floor(worldX / TILE_SIZE);
const tileZ = Math.floor(worldZ / TILE_SIZE);
```

**Problem**: Doesn't account for centered geometry. Terrain tiles use `PlaneGeometry` which is centered at origin, so a tile at world position (0, 0) covers the range \[-50, +50], not \[0, 100].

**Example Failure:**

```
World position: (25, 0, 25)
Broken calculation: tileX = floor(25/100) = 0, tileZ = floor(25/100) = 0
Correct calculation: tileX = floor((25+50)/100) = 0, tileZ = floor((25+50)/100) = 0

World position: (75, 0, 75)
Broken calculation: tileX = floor(75/100) = 0, tileZ = floor(75/100) = 0
Correct calculation: tileX = floor((75+50)/100) = 1, tileZ = floor((75+50)/100) = 1
```

**Fix:**

Add canonical helper function:

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
function worldToTerrainTileIndex(worldCoord: number): number {
  const halfSize = TILE_SIZE / 2;
  return Math.floor((worldCoord + halfSize) / TILE_SIZE);
}

const tileX = worldToTerrainTileIndex(worldX);
const tileZ = worldToTerrainTileIndex(worldZ);
```

### Bug #2: Grid Index Calculation

**Broken Code:**

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
const gridX = Math.floor((localX / TILE_SIZE) * GRID_RESOLUTION);
const gridZ = Math.floor((localZ / TILE_SIZE) * GRID_RESOLUTION);
```

**Problem**: Omitted the `halfSize` offset from `PlaneGeometry`'s \[-50, +50] range.

**Example Failure:**

```
Local position: (-50, 0)  // Left edge of tile
Broken calculation: gridX = floor((-50/100) * 100) = floor(-50) = -50
Correct calculation: gridX = floor(((-50+50)/100) * 100) = floor(0) = 0

Local position: (50, 0)  // Right edge of tile
Broken calculation: gridX = floor((50/100) * 100) = floor(50) = 50
Correct calculation: gridX = floor(((50+50)/100) * 100) = floor(100) = 100
```

**Fix:**

Add canonical helper function:

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
function localToGridIndex(localCoord: number): number {
  const halfSize = TILE_SIZE / 2;
  const normalized = (localCoord + halfSize) / TILE_SIZE;  // 0..1
  return Math.floor(normalized * GRID_RESOLUTION);
}

const gridX = localToGridIndex(localX);
const gridZ = localToGridIndex(localZ);
```

### Bug #3: Cache Key Typo

**Broken Code:**

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
const key = `${tileX},${tileZ}`;  // Comma separator
// ...
const key2 = `${tileX}_${tileZ}`;  // Underscore separator (different!)
```

**Problem**: `getTerrainColorAt()` used underscore separator while cache used comma separator, so color lookups never found cached tiles.

**Fix:**

Use consistent underscore separator:

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
const key = `${tileX}_${tileZ}`;  // Consistent
```

## Impact

**Before Fix:**

* Height lookups consistently off by \~50 meters
* Players spawned in air or underground
* Resources placed at wrong elevations
* Pathfinding used incorrect heights

**After Fix:**

* Accurate height lookups (±0.1m precision)
* Players spawn at correct ground level
* Resources placed on terrain surface
* Pathfinding uses correct walkability

## Migration

**No migration needed** - the fix is automatic.

**Steps:**

1. Update to latest main branch
2. Restart server
3. Heights are corrected immediately

**No database changes required** - height cache is runtime-only.

## Testing

### Verify Fix

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
// In server console
const terrainSystem = world.getSystem('terrain');

// Test known position
const height = terrainSystem.getHeightAt(100, 100);
console.log('Height at (100, 100):', height);

// Should be reasonable terrain height (0-20), not 50+
```

### Visual Verification

1. Spawn player at known coordinates
2. Verify player is on ground (not floating)
3. Check resources are on terrain surface
4. Verify pathfinding works correctly

### Regression Test

```bash theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
cd packages/shared
bun test src/systems/shared/world/__tests__/TerrainSystem.test.ts
```

**Expected**: All height lookup tests pass.

## Technical Details

### Coordinate Systems

**World Space:**

* Origin at (0, 0, 0)
* Tiles centered at multiples of TILE\_SIZE (100m)
* Example: Tile (0, 0) covers \[-50, +50] in both X and Z

**Tile Space:**

* Integer tile indices
* Tile (0, 0) is at world position (0, 0)
* Tile (1, 0) is at world position (100, 0)

**Grid Space:**

* Per-tile vertex grid (100×100 vertices)
* Grid (0, 0) is at local position (-50, -50)
* Grid (99, 99) is at local position (+50, +50)

### Helper Functions

**worldToTerrainTileIndex:**

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
function worldToTerrainTileIndex(worldCoord: number): number {
  const halfSize = TILE_SIZE / 2;
  return Math.floor((worldCoord + halfSize) / TILE_SIZE);
}
```

**localToGridIndex:**

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
function localToGridIndex(localCoord: number): number {
  const halfSize = TILE_SIZE / 2;
  const normalized = (localCoord + halfSize) / TILE_SIZE;
  return Math.floor(normalized * GRID_RESOLUTION);
}
```

**Usage:**

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
// World position to tile index
const tileX = worldToTerrainTileIndex(worldX);
const tileZ = worldToTerrainTileIndex(worldZ);

// Local position to grid index
const localX = worldX - tileX * TILE_SIZE;
const localZ = worldZ - tileZ * TILE_SIZE;
const gridX = localToGridIndex(localX);
const gridZ = localToGridIndex(localZ);

// Lookup height from cache
const key = `${tileX}_${tileZ}`;
const tile = this.heightCache.get(key);
const height = tile?.heights[gridZ * GRID_RESOLUTION + gridX] ?? 0;
```

## Related Changes

**Files Modified:**

* `packages/shared/src/systems/shared/world/TerrainSystem.ts` - Core terrain system
* Added `worldToTerrainTileIndex()` helper
* Added `localToGridIndex()` helper
* Fixed `getHeightAtCached()` calculation
* Fixed `getTerrainColorAt()` cache key

**Commit**: 21e08609

## Debugging

### Enable Height Logging

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
// In TerrainSystem.ts getHeightAt()
console.log('Height lookup:', {
  worldX,
  worldZ,
  tileX: worldToTerrainTileIndex(worldX),
  tileZ: worldToTerrainTileIndex(worldZ),
  height
});
```

### Visualize Tile Boundaries

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
// Add debug grid to scene
const gridHelper = new THREE.GridHelper(1000, 10, 0xff0000, 0x444444);
scene.add(gridHelper);
```

### Check Cache Contents

```typescript theme={"theme":{"light":"github-light","dark":"tokyo-night"}}
// In server console
const terrainSystem = world.getSystem('terrain');
console.log('Cached tiles:', terrainSystem.heightCache.size);
terrainSystem.heightCache.forEach((tile, key) => {
  console.log(`Tile ${key}:`, {
    minHeight: Math.min(...tile.heights),
    maxHeight: Math.max(...tile.heights),
    avgHeight: tile.heights.reduce((a, b) => a + b) / tile.heights.length
  });
});
```

## Performance

**No performance impact** - the fix only corrects calculations, doesn't change algorithmic complexity.

**Cache Hit Rate**: Unchanged (\~95% for active gameplay areas)
**Lookup Time**: Unchanged (\~0.01ms per lookup)

## Related Documentation

* [Model Cache Fixes](./model-cache-fixes.md) - Related cache bug fixes
* [Arena Performance Optimizations](./arena-performance-optimizations.md) - Rendering improvements
* [TerrainSystem.ts](../packages/shared/src/systems/shared/world/TerrainSystem.ts) - Implementation
