fix(combat): escape occupied login positions
Port retail's radius-aware placement ring so a relogging player is seated beside creatures occupying the saved location, and register the local body in the shared resolved-shadow pipeline. Route new forward movement and jump through AbortAutomaticAttack so repeat combat cancels immediately on movement. Co-Authored-By: Codex <codex@openai.com>
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11 changed files with 643 additions and 16 deletions
39
src/AcDream.App/Physics/ShadowPositionSynchronizer.cs
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src/AcDream.App/Physics/ShadowPositionSynchronizer.cs
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using System.Numerics;
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using AcDream.Core.Physics;
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namespace AcDream.App.Physics;
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/// <summary>
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/// Shared host adapter for retail's moved-object shadow re-registration
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/// (<c>CPhysicsObj::SetPositionInternal</c> 0x00515330). Both the local body
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/// and remote dead-reckoning bodies publish their resolved position through
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/// this one cell-offset calculation.
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/// </summary>
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internal static class ShadowPositionSynchronizer
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{
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public static void Sync(
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ShadowObjectRegistry registry,
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uint entityId,
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Vector3 position,
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Quaternion orientation,
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uint cellId,
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int liveCenterX,
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int liveCenterY)
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{
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if (cellId == 0)
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return;
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int landblockX = (int)((cellId >> 24) & 0xFFu);
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int landblockY = (int)((cellId >> 16) & 0xFFu);
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float worldOffsetX = (landblockX - liveCenterX) * 192f;
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float worldOffsetY = (landblockY - liveCenterY) * 192f;
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registry.UpdatePosition(
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entityId,
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position,
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orientation,
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worldOffsetX,
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worldOffsetY,
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cellId,
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seedCellId: cellId);
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}
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}
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