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>
This commit is contained in:
Erik 2026-07-12 22:20:17 +02:00
parent e671b8a5c4
commit 00fe993f6f
11 changed files with 643 additions and 16 deletions

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@ -46,6 +46,58 @@ Copy this block when adding a new issue:
---
## #207 — Repeat attack continues after movement begins
**Status:** IN-PROGRESS — fix shipped 2026-07-12, pending live gate
**Severity:** HIGH
**Component:** combat / input
**Description:** With Repeat Attacks enabled, starting to move did not stop the
attack loop, making combat difficult to disengage from.
**Root cause:** The attack controller had no port of
`ClientCombatSystem::AbortAutomaticAttack`, and semantic movement input was
never forwarded to combat as retail's `ACCmdInterp::HandleNewForwardMovement`
does.
**Resolution:** Forward, backward, autorun, and jump press transitions now send
the retail cancel-attack event, clear repeat mode, and hide an active combat
power build. Turns and sidesteps remain independent, matching the retail
command-list split. Controller tests prove movement sends one cancel and that a
later AttackDone cannot launch another repeat.
**Research:** `docs/research/2026-07-12-login-placement-and-repeat-cancel-pseudocode.md`
**Acceptance:** Enable Repeat Attacks, start attacking, then press forward. The
attack loop stops immediately and movement proceeds normally.
## #206 — Relogging into a monster leaves the player stuck
**Status:** IN-PROGRESS — fix shipped 2026-07-12, pending live gate
**Severity:** HIGH
**Component:** physics / login lifecycle
**Description:** If a monster moved onto the character's saved position while
the user was logged out, logging back in placed both bodies together and the
character could not escape.
**Root cause:** Login used the cell/floor-only `Resolve` snap and omitted retail
`CTransition::find_placement_pos`, the radius-aware nearest-clear-position
search. The local player was also omitted from the shadow registry, so remote
creatures could not collide/de-overlap against it as retail physics objects do.
**Resolution:** The retail four-metre concentric compass-ring placement search
is ported into Core and runs after login's existing AdjustPosition/floor snap.
The local player now registers a normal multipart collision shadow, skips that
shadow in its own transition, and republishes the resolved body position through
the same shared synchronizer as remotes. A flat-world conformance test begins
inside a monster and proves the selected position clears both bodies.
**Research:** `docs/research/2026-07-12-login-placement-and-repeat-cancel-pseudocode.md`
**Acceptance:** Log out beside a monster, let it occupy the saved position, and
log back in. The character is seated at the nearest clear point and can move.
## #205 — Auto Target clears the toolbar and includes friendly creatures
**Status:** DONE — 2026-07-12, user confirmed the replacement target appears correctly

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@ -62,7 +62,7 @@ accepted-divergence entries (#96, #49, #50).
---
## 2. Adaptation (AD) — 36 rows (AD-39/40/41 added 2026-07-07 — the #182 verbatim player-physics rebuild; AD-25 narrowed to the remote-DR sweep, its player half retired by the rebuild)
## 2. Adaptation (AD) — 37 rows (AD-42 added 2026-07-12 — enter-world placement is split across the existing snap plus the ported object-aware ring search)
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
@ -103,6 +103,7 @@ accepted-divergence entries (#96, #49, #50).
| AD-39 | The `frames_stationary_fall` ladder + fsf≥3 UP-contact-plane manufacture runs AFTER acdream's fused LKCP-restore/contact-marking block, deriving retail's `_redo` as `cleanAdvance \|\| OnWalkable`; retail (ACE Transition.cs:1029-1061) interleaves the fsf block BETWEEN the LKCP-restore (sets `_redo`) and the contact-marking (reads the manufactured plane) (#182 rebuild, 2026-07-07) | `src/AcDream.Core/Physics/TransitionTypes.cs` (`ValidateTransition` fsf tail) | acdream deliberately fused ACE's separate LKCP-restore + contact-mark blocks (the L.2.3c/L.2.4/A6.P3 contact-retention divergences); running the ladder after them and re-marking grounding inside the manufacture branch is semantically equal (a grounded wall-slide is not a stuck-fall in either arrangement) without disturbing those hard-won fixes | If a future contact-retention change alters when OnWalkable is set relative to the ladder, `_redo` could misclassify a frame (grounded-jam mistaken for stuck-fall → spurious velocity zero, or vice-versa) — the fsf conformance tests pin the current arrangement | `CTransition::validate_transition` 0x0050aa70 pc:272625-656; ACE Transition.cs:1029-1061 |
| AD-40 | The fsf `Stationary*` transient-bit encode (fsf→0x10/0x20/0x40) lives in the Core resolve writeback (`PhysicsEngine.ResolveWithTransition`), co-located with the fsf computation; retail encodes it in `handle_all_collisions` (pc:282737-758). Also: `PhysicsBody.CachedVelocity` is computed at the player chokepoint but not yet consumed — outbound wire velocity still uses the existing `get_state_velocity` path, not retail's cached_velocity source (#182 rebuild, 2026-07-07) | `src/AcDream.Core/Physics/PhysicsEngine.cs` (writeback); `src/AcDream.App/Input/PlayerMovementController.cs` (`CachedVelocity`) | Encoding in the writeback keeps the seed→ladder→writeback→seed round-trip self-contained in Core (testable without the App loop); the bit values + timing are identical to retail's (set after fsf is final, before the next resolve). CachedVelocity is faithful to carry now; routing the wire through it is a separate, unmeasured change | If a future consumer reads the Stationary* bits expecting retail's handle_all_collisions to have set them (it doesn't run in Core), the Core writeback is the source of truth; a wire-reporting change that assumes CachedVelocity is live would send the wrong velocity until it's wired | `handle_all_collisions` bit encode pc:282737-758; `get_velocity` 0x005113c0 (cached_velocity reader) |
| AD-41 | The `candidateMoved` gate (retail UpdateObjectInternal pc:283657 `candidate != m_position`) suppresses ONLY `handle_all_collisions` + `cached_velocity` on a no-move frame; acdream still runs `ResolveWithTransition` (zero-distance) for cell/contact tracking, where retail skips the whole transition (#182 rebuild, 2026-07-07) | `src/AcDream.App/Input/PlayerMovementController.cs` (`candidateMoved` guard) | The load-bearing effect is not re-zeroing the gravity velocity that rebuilds after a stuck-fall bleed; the zero-distance resolve is a near-no-op (numSteps 0 → the zero-step early return, no ValidateTransition, contact plane persists via the writeback), so running it is harmless while keeping acdream's per-frame cell/membership refresh | If the zero-distance resolve ever gains a side effect on a no-move frame (a contact-plane clear, an fsf change), it would diverge from retail's skip — a no-move frame must stay a near-no-op | `CPhysicsObj::UpdateObjectInternal` 0x005156b0 pc:283657 (candidate-moved gate) |
| AD-42 | Enter-world placement is split across two Core calls: legacy `Resolve` performs retail `AdjustPosition` + the host's established floor snap, then `ResolvePlacement` runs the verbatim object-aware `find_placement_pos` ring search. Retail runs initial environment placement, ring search, and final step-down inside one `find_placement_position` transition | `src/AcDream.App/Rendering/GameWindow.cs` (`EnterPlayerModeNow`); `src/AcDream.Core/Physics/PhysicsEngine.cs` (`ResolvePlacement`) | The first call has already committed the same validated cell/floor point that feeds the ring search; the second call uses the same sphere dimensions, collision registry, and cell id. Keeping the split preserves the proven indoor-login snap while adding the missing occupied-position behavior | A spawn that requires retail's final placement step-down after a ring candidate (rather than the existing floor snap before it) could settle at a slightly different Z on a ledge/water boundary; the overlap is still cleared | `CPhysicsObj::enter_world` 0x00516170; `CTransition::find_placement_position` 0x0050C170; `CTransition::find_placement_pos` 0x0050BA50 |
---

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@ -0,0 +1,119 @@
# Login placement and repeat-attack cancellation — retail pseudocode
## Sources
- `CTransition::find_placement_pos` @ `0x0050BA50`
- `CTransition::find_placement_position` @ `0x0050C170`
- `CObjCell::find_obj_collisions` @ `0x0052B750`
- `CPhysicsObj::add_shadows_to_cells` @ `0x00514AE0`
- `CPhysicsObj::enter_world` @ `0x00516170`
- `ClientCombatSystem::AbortAutomaticAttack` @ `0x0056AE90`
- `ClientCombatSystem::CommenceJump` @ `0x0056AF90`
- `ACCmdInterp::HandleNewForwardMovement` @ `0x0058B1F0`
- Named pseudo-C: `docs/research/named-retail/acclient_2013_pseudo_c.txt`
- Interpretation cross-check: ACE `Transition.cs`, `CommandInterpreter.cs`, and
`ACCmdInterp.cs` on the `ACEmulator/ACE` `master` branch.
## Enter-world placement
Retail `enter_world(position)` stores the server position and calls
`enter_world(true)`. That constructs `SetPosition` flags `0x11`, so placement
may slide away from an obstruction.
```text
find_placement_position():
check = current
insert_type = INITIAL_PLACEMENT
test environment/cells at check
(CObjCell skips shadow-object collisions for INITIAL_PLACEMENT)
validate initial placement
insert_type = PLACEMENT
if !find_placement_pos(): fail
optionally step down to a walkable surface
validate final placement
```
`find_placement_pos` is the object-aware nearest-clear-point search:
```text
find_placement_pos():
check = current
clear sliding/contact state
if placement_test(check) succeeds:
accept check and return true
if placement sliding is disabled:
return false
search_distance = 4 metres
search_radius = 4 metres
radius = mover foot-sphere radius
if radius < 0.125 metres:
fake_sphere = true
search_radius = 2 metres
else if radius < 0.48 metres:
radius = 0.48 metres
exact_step_count = 4 / radius
if fake_sphere: exact_step_count *= 0.5
if exact_step_count <= 1: return false
step_count = ceil(exact_step_count)
distance_step = search_radius / step_count
radians_step = PI * distance_step / radius
total_distance = 0
total_radians = 0
for each radial step:
total_distance += distance_step
total_radians += radians_step
compass_samples = ceil(total_radians) * 2
heading_step_degrees = 360 / compass_samples
for sample = 0 .. compass_samples-1:
check = current
heading = heading_step_degrees * sample
offset = forward_vector(heading) * total_distance
offset = adjust_offset(offset)
if length(offset) < epsilon: continue
check += offset
clear sliding/contact state
if placement_test(check) succeeds:
accept check and return true
return false
```
The local player must also own a normal shadow entry. Retail registers every
placed `CPhysicsObj`; collision queries exclude only the moving object's own
pointer. Therefore remote monsters can collide/de-overlap against the local
player, while the player's placement search skips its own shadow by entity id.
## Movement cancels repeat attack
```text
ACCmdInterp.HandleNewForwardMovement():
if combat_system exists:
combat_system.AbortAutomaticAttack()
base.HandleNewForwardMovement() // also stops auto-run
ClientCombatSystem.AbortAutomaticAttack():
if server_response_pending
or attack_request_in_progress
or attack_in_progress
or repeat_attacking:
send Event_CancelAttack
repeat_attacking = false
if combat power build is active:
HidePowerBar()
```
`CommandInterpreter::AddCommand` calls `HandleNewForwardMovement` for the
forward-substate command list, which includes forward/backward/autorun rather
than the independent turn and sidestep lists. Jump has the same cancellation
at `ClientCombatSystem::CommenceJump` before its jump power bar begins.

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@ -15,7 +15,8 @@ namespace AcDream.App.Combat;
/// (0x0056ADE0), <c>StartAttackRequest</c> (0x0056C040),
/// <c>EndAttackRequest</c> (0x0056C0E0), <c>UseTime</c> (0x0056C1F0),
/// <c>HandleAttackDoneEvent</c> (0x0056C500), and
/// <c>SetRequestedAttackHeight</c> (0x0056C8F0).
/// <c>SetRequestedAttackHeight</c> (0x0056C8F0), and
/// <c>AbortAutomaticAttack</c> (0x0056AE90).
/// </remarks>
public sealed class CombatAttackController : IDisposable
{
@ -27,6 +28,7 @@ public sealed class CombatAttackController : IDisposable
private readonly CombatState _combat;
private readonly Func<bool> _canStartAttack;
private readonly Func<AttackHeight, float, bool> _sendAttack;
private readonly Action _sendCancelAttack;
private readonly Func<bool> _isDualWield;
private readonly Func<bool> _playerReadyForAttack;
private readonly Func<bool> _autoRepeatAttack;
@ -48,6 +50,7 @@ public sealed class CombatAttackController : IDisposable
CombatState combat,
Func<bool> canStartAttack,
Func<AttackHeight, float, bool> sendAttack,
Action? sendCancelAttack = null,
Func<bool>? isDualWield = null,
Func<bool>? playerReadyForAttack = null,
Func<bool>? autoRepeatAttack = null,
@ -56,6 +59,7 @@ public sealed class CombatAttackController : IDisposable
_combat = combat ?? throw new ArgumentNullException(nameof(combat));
_canStartAttack = canStartAttack ?? throw new ArgumentNullException(nameof(canStartAttack));
_sendAttack = sendAttack ?? throw new ArgumentNullException(nameof(sendAttack));
_sendCancelAttack = sendCancelAttack ?? (() => { });
_isDualWield = isDualWield ?? (() => false);
_playerReadyForAttack = playerReadyForAttack ?? (() => true);
_autoRepeatAttack = autoRepeatAttack ?? (() => false);
@ -113,6 +117,26 @@ public sealed class CombatAttackController : IDisposable
return false;
}
/// <summary>
/// Routes the semantic inputs that retail turns into a new forward-motion
/// command. Turns and sidesteps live in separate command lists and do not
/// call <c>HandleNewForwardMovement</c>. Jump has its own equivalent cancel
/// in <c>ClientCombatSystem::CommenceJump</c> (0x0056AF90).
/// </summary>
public void HandleMovementInput(InputAction action, ActivationType activation)
{
if (activation != ActivationType.Press)
return;
if (action is InputAction.MovementForward
or InputAction.MovementBackup
or InputAction.MovementRunLock
or InputAction.MovementJump)
{
AbortAutomaticAttack();
}
}
public void SetDesiredPower(float power)
{
float value = Math.Clamp(power, 0f, 1f);
@ -153,6 +177,30 @@ public sealed class CombatAttackController : IDisposable
StateChanged?.Invoke();
}
/// <summary>
/// Retail <c>ClientCombatSystem::AbortAutomaticAttack</c> (0x0056AE90).
/// A new forward-movement command enters here through
/// <c>ACCmdInterp::HandleNewForwardMovement</c> (0x0058B1F0): notify the
/// server, end repeat mode, and hide an in-progress combat power build.
/// Request/pending flags are deliberately left for the normal server
/// response, matching retail.
/// </summary>
public void AbortAutomaticAttack()
{
if (!_attackServerResponsePending
&& !_attackRequestInProgress
&& !_repeatAttacking)
return;
_sendCancelAttack();
_repeatAttacking = false;
if (_buildInProgress)
ResetPowerBar();
StateChanged?.Invoke();
}
/// <summary>
/// Retail <c>UseTime</c>: publishes the live build and commits a released
/// request once the ticking level reaches the power captured on release.

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@ -607,13 +607,14 @@ internal sealed class RemotePhysicsUpdater
/// </summary>
public void SyncRemoteShadowToBody(uint entityId, RemoteMotion rm, int liveCenterX, int liveCenterY)
{
int shLbX = (int)((rm.CellId >> 24) & 0xFFu);
int shLbY = (int)((rm.CellId >> 16) & 0xFFu);
float shOffX = (shLbX - liveCenterX) * 192f;
float shOffY = (shLbY - liveCenterY) * 192f;
_physicsEngine.ShadowObjects.UpdatePosition(
entityId, rm.Body.Position, rm.Body.Orientation,
shOffX, shOffY, rm.CellId, seedCellId: rm.CellId);
ShadowPositionSynchronizer.Sync(
_physicsEngine.ShadowObjects,
entityId,
rm.Body.Position,
rm.Body.Orientation,
rm.CellId,
liveCenterX,
liveCenterY);
rm.LastShadowSyncPos = rm.Body.Position;
}
}

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@ -0,0 +1,39 @@
using System.Numerics;
using AcDream.Core.Physics;
namespace AcDream.App.Physics;
/// <summary>
/// Shared host adapter for retail's moved-object shadow re-registration
/// (<c>CPhysicsObj::SetPositionInternal</c> 0x00515330). Both the local body
/// and remote dead-reckoning bodies publish their resolved position through
/// this one cell-offset calculation.
/// </summary>
internal static class ShadowPositionSynchronizer
{
public static void Sync(
ShadowObjectRegistry registry,
uint entityId,
Vector3 position,
Quaternion orientation,
uint cellId,
int liveCenterX,
int liveCenterY)
{
if (cellId == 0)
return;
int landblockX = (int)((cellId >> 24) & 0xFFu);
int landblockY = (int)((cellId >> 16) & 0xFFu);
float worldOffsetX = (landblockX - liveCenterX) * 192f;
float worldOffsetY = (landblockY - liveCenterY) * 192f;
registry.UpdatePosition(
entityId,
position,
orientation,
worldOffsetX,
worldOffsetY,
cellId,
seedCellId: cellId);
}
}

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@ -858,6 +858,9 @@ public sealed class GameWindow : IDisposable
private uint _playerServerGuid;
private uint? _playerMotionTableId; // server-sent MotionTable override for the player's character
private MovementTruthOutbound? _lastMovementTruthOutbound;
private (System.Numerics.Vector3 Position,
System.Numerics.Quaternion Orientation,
uint CellId)? _lastLocalPlayerShadow;
private readonly record struct MovementTruthOutbound(
string Kind,
@ -1988,6 +1991,7 @@ public sealed class GameWindow : IDisposable
Combat,
CanStartLiveCombatAttack,
SendLiveCombatAttack,
sendCancelAttack: () => _liveSession?.SendCancelAttack(),
isDualWield: () => _playerController?.Motion.InterpretedState.CurrentStyle
== AcDream.Core.Combat.CombatInputPlanner.DualWieldCombatStyle,
playerReadyForAttack: IsPlayerReadyForCombatAttack,
@ -3594,17 +3598,16 @@ public sealed class GameWindow : IDisposable
_lastSpawnByGuid[spawn.Guid] = spawn;
_equippedChildRenderer?.OnSpawn(spawn);
// Commit B 2026-04-29 — live-entity collision registration. The
// local player is the simulator (its PhysicsBody is the source of
// truth for our own movement); only remotes register as targets.
// Commit B 2026-04-29 — live-entity collision registration.
// The local player is the simulator (its PhysicsBody is the source of
// truth for our own movement), but retail still registers its resolved
// CPhysicsObj as a collision target for remote creatures. The player's
// own transition skips this entry by LocalEntityId / OBJECTINFO::object.
// Phantom-Setup entities (no CylSpheres / no Spheres / no Radius)
// are deliberately skipped — retail FUN's `FindObjCollisions`
// falls through to OK_TS for any object with no collision
// geometry (acclient_2013_pseudo_c.txt:276917,276987).
if (spawn.Guid != _playerServerGuid)
{
RegisterLiveEntityCollision(entity, setup, spawn, origin);
}
// Phase B.2: capture the server-sent MotionTableId for our own
// character so UpdatePlayerAnimation can pass it to GetIdleCycle.
@ -4162,6 +4165,36 @@ public sealed class GameWindow : IDisposable
}
}
private void SyncLocalPlayerShadow(
AcDream.Core.World.WorldEntity playerEntity,
uint cellId,
bool force = false)
{
if (!force
&& _lastLocalPlayerShadow is { } last
&& last.CellId == cellId
&& System.Numerics.Vector3.DistanceSquared(
last.Position, playerEntity.Position) <= 1e-4f
&& MathF.Abs(System.Numerics.Quaternion.Dot(
last.Orientation, playerEntity.Rotation)) >= 0.99999f)
{
return;
}
AcDream.App.Physics.ShadowPositionSynchronizer.Sync(
_physicsEngine.ShadowObjects,
playerEntity.Id,
playerEntity.Position,
playerEntity.Rotation,
cellId,
_liveCenterX,
_liveCenterY);
_lastLocalPlayerShadow = (
playerEntity.Position,
playerEntity.Rotation,
cellId);
}
/// <summary>
/// #175: the motion table's default-state pose (the closed pose for
/// doors) — the derivation lives in
@ -4504,6 +4537,8 @@ public sealed class GameWindow : IDisposable
_animatedEntities.Remove(existingEntity.Id);
_classificationCache.InvalidateEntity(existingEntity.Id);
_physicsEngine.ShadowObjects.Deregister(existingEntity.Id);
if (serverGuid == _playerServerGuid)
_lastLocalPlayerShadow = null;
// Dead-reckon state is keyed by SERVER guid (not local id) so we
// clear using the same guid the next spawn/update would use.
@ -8307,6 +8342,7 @@ public sealed class GameWindow : IDisposable
pe.ParentCellId = result.CellId;
pe.Rotation = System.Numerics.Quaternion.CreateFromAxisAngle(
System.Numerics.Vector3.UnitZ, _playerController.Yaw - MathF.PI / 2f);
SyncLocalPlayerShadow(pe, result.CellId);
// Move the player entity to its current landblock in GpuWorldState
// so it doesn't get frustum-culled when the player walks away from
@ -11713,6 +11749,12 @@ public sealed class GameWindow : IDisposable
return;
}
// ACCmdInterp::HandleNewForwardMovement (0x0058B1F0) aborts automatic
// combat before the movement command enters CommandInterpreter. This
// notification does not consume the input; the movement owner below
// still receives it normally.
_combatAttackController?.HandleMovementInput(action, activation);
// Retail attack actions consume their full transition stream: key-down
// starts the power build and key-up commits it. Handle them before the
// generic Press-only gate below.
@ -13278,6 +13320,33 @@ public sealed class GameWindow : IDisposable
var initResult = _physicsEngine.Resolve(
playerEntity.Position, pinitCellId,
System.Numerics.Vector3.Zero, 100f);
// Retail enter_world -> SetPosition(flags 0x11) runs
// CTransition::find_placement_pos after the initial cell/environment
// placement. That second phase is what seats a relogging character
// beside a monster that moved onto the saved logout position. The
// legacy Resolve above supplies the already-ported AdjustPosition +
// floor snap; this call supplies the missing object-aware ring search.
var (placementRadius, placementHeight) =
GetSetupCylinder(_playerServerGuid, playerEntity);
if (placementRadius < 0.05f)
{
placementRadius = 0.48f;
placementHeight = 1.835f;
}
var placementResult = _physicsEngine.ResolvePlacement(
initResult.Position,
initResult.CellId,
placementRadius,
placementHeight,
_playerController.StepUpHeight,
_playerController.StepDownHeight,
AcDream.Core.Physics.ObjectInfoState.IsPlayer
| AcDream.Core.Physics.ObjectInfoState.EdgeSlide,
playerEntity.Id);
if (placementResult.Ok)
initResult = placementResult;
_playerController.SetPosition(initResult.Position, initResult.CellId,
CellLocalForSeed(initResult.Position, initResult.CellId));
// #111 (2026-06-10): snap the ENTITY too — parity with the
@ -13288,6 +13357,7 @@ public sealed class GameWindow : IDisposable
// 2 m up against the window while physics stood on the floor).
playerEntity.SetPosition(initResult.Position);
playerEntity.ParentCellId = initResult.CellId;
SyncLocalPlayerShadow(playerEntity, initResult.CellId, force: true);
var q = playerEntity.Rotation;
float rawYaw = MathF.Atan2(

View file

@ -1325,4 +1325,47 @@ public sealed class PhysicsEngine
return resolveResult;
}
/// <summary>
/// Runs retail's radius-aware placement-ring search after the host has
/// validated the server's cell and grounded the initial position. This is
/// the <c>CTransition::find_placement_pos</c> half of enter-world
/// <c>SetPosition</c>; unlike an ordinary zero-distance transition it tests
/// object occupancy and can seat a relogging player beside a creature that
/// now occupies the saved location.
/// </summary>
public ResolveResult ResolvePlacement(
Vector3 position,
uint cellId,
float sphereRadius,
float sphereHeight,
float stepUpHeight,
float stepDownHeight,
ObjectInfoState moverFlags = ObjectInfoState.None,
uint movingEntityId = 0)
{
var transition = new Transition();
transition.ObjectInfo.StepUpHeight = stepUpHeight;
transition.ObjectInfo.StepDownHeight = stepDownHeight;
transition.ObjectInfo.StepDown = true;
transition.ObjectInfo.SelfEntityId = movingEntityId;
transition.ObjectInfo.State = moverFlags;
transition.SpherePath.InitPath(
position, position, cellId, sphereRadius, sphereHeight);
transition.SpherePath.InsertType = InsertType.Placement;
bool ok = transition.FindPlacementPos(this);
var sp = transition.SpherePath;
var ci = transition.CollisionInfo;
bool onGround = ci.ContactPlaneValid
|| transition.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable);
return new ResolveResult(
sp.CurPos,
sp.CurCellId != 0 ? sp.CurCellId : cellId,
onGround,
ci.CollisionNormalValid,
ci.CollisionNormal,
ok);
}
}

View file

@ -391,6 +391,7 @@ public sealed class SpherePath
public Vector3 NegCollisionNormal;
public bool CheckWalkable;
public InsertType InsertType = InsertType.Transition;
public bool PlacementAllowsSliding = true;
/// <summary>
/// Retail <c>SPHEREPATH.obstruction_ethereal</c>: set to <c>1</c> per-target
@ -987,6 +988,122 @@ public sealed class Transition
return transitionState == TransitionState.OK;
}
/// <summary>
/// Retail <c>CTransition::find_placement_pos</c> (0x0050BA50).
/// Tests the requested position first, then searches concentric rings up
/// to four metres away for the nearest valid placement. The ring spacing
/// and angular sampling are radius-dependent exactly as in retail.
/// </summary>
public bool FindPlacementPos(PhysicsEngine engine)
{
var sp = SpherePath;
sp.SetCheckPos(sp.CurPos, sp.CurCellId);
CollisionInfo.SlidingNormalValid = false;
CollisionInfo.ContactPlaneValid = false;
CollisionInfo.ContactPlaneIsWater = false;
var transitionState = ValidatePlacementTransition(
TransitionalInsert(3, engine));
if (transitionState == TransitionState.OK)
return true;
if (!sp.PlacementAllowsSliding)
return false;
float adjustDistance = 4f;
float adjustRadius = adjustDistance;
float sphereRadius = sp.LocalSphere[0].Radius;
bool fakeSphere = false;
if (sphereRadius < 0.125f)
{
fakeSphere = true;
adjustRadius = 2f;
}
else if (sphereRadius < 0.48f)
{
sphereRadius = 0.48f;
}
float stepCountExact = 4f / sphereRadius;
if (fakeSphere)
stepCountExact *= 0.5f;
if (stepCountExact <= 1f)
return false;
int stepCount = (int)MathF.Ceiling(stepCountExact);
float distancePerStep = adjustRadius / stepCount;
float radiansPerStep = MathF.PI * distancePerStep / sphereRadius;
float totalDistance = 0f;
float totalRadians = 0f;
for (int ring = 0; ring < stepCount; ring++)
{
totalDistance += distancePerStep;
totalRadians += radiansPerStep;
int sampleCount = (int)MathF.Ceiling(totalRadians) * 2;
float headingStep = 360f / sampleCount;
for (int sample = 0; sample < sampleCount; sample++)
{
sp.SetCheckPos(sp.CurPos, sp.CurCellId);
// Frame::set_heading/get_vector_heading: 0 degrees is +Y,
// 90 degrees is +X in AC's compass convention.
float headingRadians = headingStep * sample * (MathF.PI / 180f);
var offset = new Vector3(
MathF.Sin(headingRadians) * totalDistance,
MathF.Cos(headingRadians) * totalDistance,
0f);
sp.GlobalOffset = AdjustOffset(offset);
if (sp.GlobalOffset.Length() < PhysicsGlobals.EPSILON)
continue;
sp.AddOffsetToCheckPos(sp.GlobalOffset);
CollisionInfo.SlidingNormalValid = false;
CollisionInfo.ContactPlaneValid = false;
CollisionInfo.ContactPlaneIsWater = false;
transitionState = ValidatePlacementTransition(
TransitionalInsert(3, engine));
if (transitionState == TransitionState.OK)
return true;
}
}
return false;
}
private TransitionState ValidatePlacementTransition(TransitionState transitionState)
{
var sp = SpherePath;
if (sp.CheckCellId == 0)
return TransitionState.Collided;
if (transitionState == TransitionState.OK)
{
sp.CurPos = sp.CheckPos;
sp.CurCellId = sp.CheckCellId;
sp.CurOrientation = sp.CheckOrientation;
for (int i = 0; i < sp.NumSphere; i++)
{
sp.GlobalCurrCenter[i].Origin = sp.LocalSphere[i].Origin + sp.CurPos;
sp.GlobalCurrCenter[i].Radius = sp.LocalSphere[i].Radius;
}
}
else if (sp.PlacementAllowsSliding)
{
// COLLISIONINFO::init at retail 0x0050B052. Placement probes are
// independent; a failed compass sample must not bias the next one.
CollisionInfo = new CollisionInfo();
}
return transitionState;
}
// -----------------------------------------------------------------------
// Per-step collision check
// -----------------------------------------------------------------------

View file

@ -128,6 +128,57 @@ public sealed class CombatAttackControllerTests
Assert.Equal(0f, controller.PowerBarLevel);
}
[Fact]
public void MovementAbort_DuringRepeat_SendsCancelAndPreventsNextAttack()
{
double now = 20d;
int cancels = 0;
var sent = new List<(AttackHeight Height, float Power)>();
var combat = new CombatState();
using var controller = new CombatAttackController(
combat,
canStartAttack: () => true,
sendAttack: (height, power) =>
{
sent.Add((height, power));
return true;
},
sendCancelAttack: () => cancels++,
autoRepeatAttack: () => true,
now: () => now);
combat.SetCombatMode(CombatMode.Melee);
controller.PressAttack(AttackHeight.Medium);
now += 0.5d;
controller.ReleaseAttack();
Assert.Single(sent);
controller.HandleMovementInput(
InputAction.MovementForward, ActivationType.Press);
combat.OnAttackDone(1u, 0u);
Assert.Equal(1, cancels);
Assert.Single(sent);
Assert.False(controller.BuildInProgress);
Assert.Equal(0f, controller.PowerBarLevel);
}
[Fact]
public void MovementAbort_WhileIdle_DoesNotSendCancel()
{
int cancels = 0;
var combat = new CombatState();
using var controller = new CombatAttackController(
combat,
canStartAttack: () => true,
sendAttack: (_, _) => true,
sendCancelAttack: () => cancels++);
controller.AbortAutomaticAttack();
Assert.Equal(0, cancels);
}
private static CombatAttackController Create(
CombatState combat,
Func<double> now,

View file

@ -0,0 +1,86 @@
using System.Numerics;
using AcDream.Core.Physics;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Enter-world overlap conformance for retail
/// <c>CTransition::find_placement_pos</c> (0x0050BA50).
/// </summary>
public sealed class InitialPlacementOverlapTests
{
private const uint Landblock = 0xA9B40000u;
private const uint Cell = Landblock | 0x0001u;
private const uint PlayerId = 0x50000001u;
private const uint MonsterId = 0x50000002u;
private const float Radius = 0.48f;
[Fact]
public void PlayerReloggingInsideMonster_SearchesOutToNearestClearRing()
{
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
engine.AddLandblock(
Landblock,
new TerrainSurface(new byte[81], new float[256]),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
0f,
0f);
var savedFeet = new Vector3(10f, 10f, 0f);
var playerCenter = savedFeet + new Vector3(0f, 0f, Radius);
var monsterCenter = playerCenter + new Vector3(0.10f, 0f, 0f);
// Retail registers every placed CPhysicsObj, including the local
// player. The mover's OBJECTINFO::object self pointer excludes only
// its own shadow while the monster remains an obstruction.
RegisterSphere(engine, PlayerId, playerCenter,
EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsCreature);
RegisterSphere(engine, MonsterId, monsterCenter,
EntityCollisionFlags.IsCreature);
ResolveResult result = engine.ResolvePlacement(
savedFeet,
Cell,
sphereRadius: Radius,
sphereHeight: 1.835f,
stepUpHeight: 0.4f,
stepDownHeight: 0.4f,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: PlayerId);
Assert.True(result.Ok);
Assert.NotEqual(savedFeet, result.Position);
float centerDistance = Vector3.Distance(
result.Position + new Vector3(0f, 0f, Radius),
monsterCenter);
Assert.True(centerDistance >= Radius * 2f - PhysicsGlobals.EPSILON,
$"placement must clear the monster; centers remain {centerDistance:F3} m apart");
Assert.True(Vector3.Distance(savedFeet, result.Position) <= 4f,
"retail placement search is bounded to four metres");
}
private static void RegisterSphere(
PhysicsEngine engine,
uint id,
Vector3 center,
EntityCollisionFlags flags)
{
engine.ShadowObjects.Register(
id,
gfxObjId: 0u,
worldPos: center,
rotation: Quaternion.Identity,
radius: Radius,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: Landblock,
collisionType: ShadowCollisionType.Sphere,
cylHeight: 0f,
scale: 1f,
state: 0u,
flags: flags,
seedCellId: Cell,
isStatic: false);
}
}