fix(items): use retail cylinder range for loot windows
Keep external-container visibility tied to the signed surface gap between the player and container physics cylinders, matching gmExternalContainerUI's authored UseRadius range watcher. This prevents a valid ViewContents response from being closed at ACE's natural approach endpoint. Port Position::cylinder_distance and ACCWeenieObject::ObjectsInRange into Core with conformance coverage for 3-D separation, overlap, mode precedence, and inclusive boundaries. Release build succeeds and all 5,895 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
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6 changed files with 199 additions and 50 deletions
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@ -15,6 +15,11 @@ Named Sept-2013 retail symbols:
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- `gmExternalContainerUI::ListenToElementMessage @ 0x004CBAD0`
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- `gmExternalContainerUI::SetGroundObject @ 0x004CBBD0`
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- `gmExternalContainerUI::CloseCurrentContainer @ 0x004CBCB0`
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- `CPlayerSystem::CalculateObjectRangeChecks @ 0x0055F360`
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- `CPlayerSystem::RegisterObjectRangeHandler @ 0x005602D0`
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- `ACCWeenieObject::ObjectsInRange @ 0x0058C1A0`
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- `CPhysicsObj::get_distance_to_object @ 0x0050F7A0`
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- `Position::cylinder_distance @ 0x005A97F0`
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- `gmExternalContainerUI::PostInit @ 0x004CBDE0`
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- `gmExternalContainerUI::OnVisibilityChanged @ 0x004CBF50`
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- `gmExternalContainerUI::RecvNotice_SetGroundObject @ 0x004CBFD0`
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@ -128,9 +133,19 @@ ExternalPanel.SetGroundObject(containerId):
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if containerId == 0:
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hide panel
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else:
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register range watch using root UseRadius
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register range watch(root, root.UseRadius,
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useRadii = true, ignoreZDelta = false)
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show panel
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CalculateExternalRangeWatch(root, player):
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// CPlayerSystem routes the authored range registration through
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// ACCWeenieObject::ObjectsInRange. With useRadii=true, this is the gap
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// between the two live physics cylinders, not center-to-center distance.
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distance = Position.cylinder_distance(
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root.radius, root.height, root.position,
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player.radius, player.height, player.position)
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return distance <= root.UseRadius
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ExternalPanel.CloseCurrentContainer():
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if currentExternalRoot == 0:
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return
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@ -13529,6 +13529,7 @@ public sealed class GameWindow : IDisposable
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private bool IsWithinExternalContainerUseRange(uint targetGuid)
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{
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if (_playerController is null
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|| !_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var playerEntity)
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|| !_visibleEntitiesByServerGuid.TryGetValue(targetGuid, out var entity))
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{
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// The server remains authoritative for forced close. An entity can be
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@ -13540,10 +13541,24 @@ public sealed class GameWindow : IDisposable
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if (!LastSpawns.TryGetValue(targetGuid, out var spawn)
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|| spawn.UseRadius is not > 0f)
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return true;
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float useRadius = spawn.UseRadius.Value;
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float dx = entity.Position.X - _playerController.Position.X;
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float dy = entity.Position.Y - _playerController.Position.Y;
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return dx * dx + dy * dy <= useRadius * useRadius;
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// gmExternalContainerUI::SetGroundObject @ 0x004CBBD0 registers the
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// root's UseRadius with useRadii=true and ignoreZDelta=false.
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// CPlayerSystem::CalculateObjectRangeChecks @ 0x0055F360 then calls
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// ACCWeenieObject::ObjectsInRange @ 0x0058C1A0, whose use-radii branch
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// compares the gap between both physics cylinders, not their centers.
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var playerCylinder = GetSetupCylinder(_playerServerGuid, playerEntity);
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var targetCylinder = GetSetupCylinder(targetGuid, entity);
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return AcDream.Core.Physics.ObjectRangeMath.ObjectsInRange(
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_playerController.Position,
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playerCylinder.Radius,
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playerCylinder.Height,
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entity.Position,
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targetCylinder.Radius,
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targetCylinder.Height,
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spawn.UseRadius.Value,
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useRadii: true,
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ignoreZDelta: false);
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}
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private void InstallSpeculativeTurnToTarget(uint targetGuid)
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@ -203,31 +203,30 @@ public static class MoveToMath
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/// (wire bit 0x400) is set — object moves use edge-to-edge cylinder
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/// distance; position moves use plain center (Euclidean) distance
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/// instead (not ported here — <c>Vector3.Distance</c> already covers
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/// it). BN garbles the x87 plumbing in the raw, so the exact
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/// radius-combination arithmetic is not directly visible; ported per
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/// the PDB argument ORDER (own radius/height/position, target
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/// radius/height/position) with the standard cylinder-distance shape:
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/// planar (X/Y) center distance minus the sum of both radii, clamped
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/// at zero (overlapping cylinders report 0, never negative). Height is
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/// accepted for signature parity with the retail call (own/target
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/// height feed the caller's contact-plane logic elsewhere) but does
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/// NOT participate in this edge-to-edge planar computation — matching
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/// retail's use of cylinder_distance purely for the horizontal arrival
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/// gate.
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/// it). Binary Ninja garbles the x87 result plumbing, but the complete
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/// branch structure is visible in
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/// <c>Position::cylinder_distance @ 0x005A97F0</c> and is independently
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/// preserved by ACE <c>Physics.Common.Position.CylinderDistance</c>:
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/// subtract both radii from the full 3D center distance, compute the
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/// signed vertical gap between the two cylinders, then combine gaps only
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/// when their signs agree. Overlap is therefore a negative distance
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/// rather than a value clamped to zero.
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/// </summary>
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public static float CylinderDistance(
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float ownRadius, float ownHeight, Vector3 ownPos,
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float targetRadius, float targetHeight, Vector3 targetPos)
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{
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_ = ownHeight;
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_ = targetHeight;
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float radialGap = Vector3.Distance(ownPos, targetPos)
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- (ownRadius + targetRadius);
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float verticalGap = ownPos.Z <= targetPos.Z
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? targetPos.Z - (ownPos.Z + ownHeight)
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: ownPos.Z - (targetPos.Z + targetHeight);
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float dx = targetPos.X - ownPos.X;
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float dy = targetPos.Y - ownPos.Y;
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float centerDist = MathF.Sqrt(dx * dx + dy * dy);
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float edgeDist = centerDist - ownRadius - targetRadius;
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return edgeDist > 0f ? edgeDist : 0f;
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if (verticalGap > 0f && radialGap > 0f)
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return MathF.Sqrt(verticalGap * verticalGap + radialGap * radialGap);
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if (verticalGap < 0f && radialGap < 0f)
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return -MathF.Sqrt(verticalGap * verticalGap + radialGap * radialGap);
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return radialGap;
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}
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/// <summary>
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53
src/AcDream.Core/Physics/ObjectRangeMath.cs
Normal file
53
src/AcDream.Core/Physics/ObjectRangeMath.cs
Normal file
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@ -0,0 +1,53 @@
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using System.Numerics;
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using AcDream.Core.Physics.Motion;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Retail object-range predicate used by <c>CPlayerSystem</c> range handlers.
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/// Port of <c>ACCWeenieObject::ObjectsInRange @ 0x0058C1A0</c>.
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/// </summary>
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public static class ObjectRangeMath
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{
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/// <summary>
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/// Tests two live physics objects against a caller-supplied range. Retail
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/// gives <paramref name="ignoreZDelta"/> precedence; otherwise
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/// <paramref name="useRadii"/> selects cylinder-gap distance instead of
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/// ordinary center distance.
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/// </summary>
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public static bool ObjectsInRange(
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Vector3 firstPosition,
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float firstRadius,
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float firstHeight,
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Vector3 secondPosition,
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float secondRadius,
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float secondHeight,
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double range,
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bool useRadii,
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bool ignoreZDelta)
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{
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double distance;
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if (ignoreZDelta)
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{
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double dx = secondPosition.X - firstPosition.X;
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double dy = secondPosition.Y - firstPosition.Y;
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distance = Math.Sqrt(dx * dx + dy * dy);
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}
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else if (useRadii)
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{
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distance = MoveToMath.CylinderDistance(
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firstRadius,
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firstHeight,
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firstPosition,
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secondRadius,
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secondHeight,
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secondPosition);
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}
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else
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{
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distance = Vector3.Distance(firstPosition, secondPosition);
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}
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return distance <= range;
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}
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}
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@ -17,15 +17,10 @@ namespace AcDream.Core.Tests.Physics.Motion;
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/// available, not re-ported here).
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///
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/// <para>
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/// The retail signature's exact combination math for radius/height beyond
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/// "edge-to-edge, own+target cylinders" is not spelled out in the raw (BN
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/// garbles the x87 plumbing) — ported per the PDB argument ORDER
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/// (own radius/height, own position, target radius/height, target
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/// position) with the standard cylinder-distance shape: horizontal
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/// (planar) distance minus the sum of the two radii (clamped at 0), since
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/// that is the only shape consistent with "edge-to-edge" and with
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/// <c>distance_to_object</c>'s ctor default of 0.6 (melee range from
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/// surface to surface, not center to center).
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/// The exact branch structure is visible at named-retail
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/// <c>Position::cylinder_distance @ 0x005A97F0</c> and independently matches
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/// ACE <c>Physics.Common.Position.CylinderDistance</c>. It uses full 3D center
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/// distance, both radii, both heights, and returns signed overlap.
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/// </para>
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/// </summary>
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public sealed class MoveToMathCylinderDistanceTests
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@ -42,14 +37,14 @@ public sealed class MoveToMathCylinderDistanceTests
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}
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[Fact]
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public void TwoCylinders_Overlapping_ClampsAtZero_NoNegativeDistance()
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public void TwoCylinders_Overlapping_ReturnsSignedThreeDimensionalOverlap()
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{
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// centers 1 unit apart, radii 5 and 5 → would be -9, clamps to 0
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// radial gap = 1 - 10 = -9; vertical gap = 0 - 2 = -2.
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float d = MoveToMath.CylinderDistance(
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ownRadius: 5f, ownHeight: 2f, ownPos: Vector3.Zero,
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targetRadius: 5f, targetHeight: 2f, targetPos: new Vector3(1f, 0f, 0f));
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Assert.Equal(0f, d, 3);
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Assert.Equal(-MathF.Sqrt(85f), d, 3);
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}
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[Fact]
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@ -63,29 +58,33 @@ public sealed class MoveToMathCylinderDistanceTests
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}
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[Fact]
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public void TwoCylinders_IgnoresVerticalSeparation_PlanarOnly()
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public void TwoCylinders_VerticallyAndRadiallySeparated_CombinesBothGaps()
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{
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// Same X/Y, large Z separation — cylinder_distance in retail's own
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// callers (GetCurrentDistance) is used for horizontal arrival gates;
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// the Z axis is height, not part of the radial edge-to-edge gap.
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float d1 = MoveToMath.CylinderDistance(
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ownRadius: 1f, ownHeight: 2f, ownPos: new Vector3(0, 0, 0),
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targetRadius: 1f, targetHeight: 2f, targetPos: new Vector3(5f, 0f, 0f));
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float d2 = MoveToMath.CylinderDistance(
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ownRadius: 1f, ownHeight: 2f, ownPos: new Vector3(0, 0, 50f),
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targetRadius: 1f, targetHeight: 2f, targetPos: new Vector3(5f, 0f, -50f));
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// full center gap = 5, radial gap = 3; vertical gap = 4 - 2 = 2.
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float d = MoveToMath.CylinderDistance(
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ownRadius: 1f, ownHeight: 2f, ownPos: Vector3.Zero,
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targetRadius: 1f, targetHeight: 2f, targetPos: new Vector3(3f, 0f, 4f));
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Assert.Equal(d1, d2, 3);
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Assert.Equal(3f, d1, 3); // 5 - 1 - 1
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Assert.Equal(MathF.Sqrt(13f), d, 3);
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}
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[Fact]
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public void SamePosition_ZeroDistance_ClampsNotNegative()
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public void SamePosition_ReturnsSignedOverlap()
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{
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float d = MoveToMath.CylinderDistance(
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ownRadius: 0.5f, ownHeight: 2f, ownPos: Vector3.Zero,
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targetRadius: 0.5f, targetHeight: 2f, targetPos: Vector3.Zero);
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Assert.Equal(0f, d, 3);
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Assert.Equal(-MathF.Sqrt(5f), d, 3);
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}
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[Fact]
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public void OppositeGapSigns_ReturnsRadialGapVerbatim()
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{
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float d = MoveToMath.CylinderDistance(
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ownRadius: 5f, ownHeight: 1f, ownPos: Vector3.Zero,
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targetRadius: 5f, targetHeight: 1f, targetPos: new Vector3(0f, 0f, 3f));
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Assert.Equal(-7f, d, 3);
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}
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}
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68
tests/AcDream.Core.Tests/Physics/ObjectRangeMathTests.cs
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68
tests/AcDream.Core.Tests/Physics/ObjectRangeMathTests.cs
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@ -0,0 +1,68 @@
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using System.Numerics;
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using AcDream.Core.Physics;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Conformance coverage for retail
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/// <c>ACCWeenieObject::ObjectsInRange @ 0x0058C1A0</c>. The external-container
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/// registration passes <c>useRadii=true</c> and <c>ignoreZDelta=false</c> at
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/// <c>gmExternalContainerUI::SetGroundObject @ 0x004CBBD0</c>.
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/// </summary>
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public sealed class ObjectRangeMathTests
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{
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[Fact]
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public void ExternalContainerRange_UsesSurfaceGapRatherThanCenterDistance()
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{
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var player = new Vector3(7.01f, 98.06f, -0.45f);
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var corpse = new Vector3(3.73f, 98.03f, -0.44f);
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bool inRange = ObjectRangeMath.ObjectsInRange(
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player, firstRadius: 0.48f, firstHeight: 1.835f,
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corpse, secondRadius: 0.80f, secondHeight: 0.50f,
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range: 2.01,
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useRadii: true,
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ignoreZDelta: false);
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Assert.True(inRange);
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}
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[Fact]
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public void CenterDistanceMode_DoesNotSubtractObjectRadii()
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{
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bool inRange = ObjectRangeMath.ObjectsInRange(
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Vector3.Zero, firstRadius: 10f, firstHeight: 10f,
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new Vector3(3f, 0f, 0f), secondRadius: 10f, secondHeight: 10f,
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range: 2.0,
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useRadii: false,
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ignoreZDelta: false);
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Assert.False(inRange);
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}
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[Fact]
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public void IgnoreZDelta_UsesXyCenterDistanceAndTakesPrecedenceOverRadii()
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{
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bool inRange = ObjectRangeMath.ObjectsInRange(
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Vector3.Zero, firstRadius: 100f, firstHeight: 100f,
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new Vector3(3f, 4f, 1000f), secondRadius: 100f, secondHeight: 100f,
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range: 5.0,
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useRadii: true,
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ignoreZDelta: true);
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Assert.True(inRange);
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}
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[Fact]
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public void RangeBoundary_IsInclusive()
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{
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bool inRange = ObjectRangeMath.ObjectsInRange(
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Vector3.Zero, firstRadius: 0f, firstHeight: 0f,
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new Vector3(3f, 4f, 0f), secondRadius: 0f, secondHeight: 0f,
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range: 5.0,
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useRadii: false,
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ignoreZDelta: false);
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Assert.True(inRange);
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}
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}
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