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>
This commit is contained in:
Erik 2026-07-17 20:32:34 +02:00
parent e6dd8bf6fa
commit 0f82a08f0a
6 changed files with 199 additions and 50 deletions

View file

@ -203,31 +203,30 @@ public static class MoveToMath
/// (wire bit 0x400) is set — object moves use edge-to-edge cylinder
/// distance; position moves use plain center (Euclidean) distance
/// instead (not ported here — <c>Vector3.Distance</c> already covers
/// it). BN garbles the x87 plumbing in the raw, so the exact
/// radius-combination arithmetic is not directly visible; ported per
/// the PDB argument ORDER (own radius/height/position, target
/// radius/height/position) with the standard cylinder-distance shape:
/// planar (X/Y) center distance minus the sum of both radii, clamped
/// at zero (overlapping cylinders report 0, never negative). Height is
/// accepted for signature parity with the retail call (own/target
/// height feed the caller's contact-plane logic elsewhere) but does
/// NOT participate in this edge-to-edge planar computation — matching
/// retail's use of cylinder_distance purely for the horizontal arrival
/// gate.
/// it). Binary Ninja garbles the x87 result plumbing, but the complete
/// branch structure is visible in
/// <c>Position::cylinder_distance @ 0x005A97F0</c> and is independently
/// preserved by ACE <c>Physics.Common.Position.CylinderDistance</c>:
/// subtract both radii from the full 3D center distance, compute the
/// signed vertical gap between the two cylinders, then combine gaps only
/// when their signs agree. Overlap is therefore a negative distance
/// rather than a value clamped to zero.
/// </summary>
public static float CylinderDistance(
float ownRadius, float ownHeight, Vector3 ownPos,
float targetRadius, float targetHeight, Vector3 targetPos)
{
_ = ownHeight;
_ = targetHeight;
float radialGap = Vector3.Distance(ownPos, targetPos)
- (ownRadius + targetRadius);
float verticalGap = ownPos.Z <= targetPos.Z
? targetPos.Z - (ownPos.Z + ownHeight)
: ownPos.Z - (targetPos.Z + targetHeight);
float dx = targetPos.X - ownPos.X;
float dy = targetPos.Y - ownPos.Y;
float centerDist = MathF.Sqrt(dx * dx + dy * dy);
float edgeDist = centerDist - ownRadius - targetRadius;
return edgeDist > 0f ? edgeDist : 0f;
if (verticalGap > 0f && radialGap > 0f)
return MathF.Sqrt(verticalGap * verticalGap + radialGap * radialGap);
if (verticalGap < 0f && radialGap < 0f)
return -MathF.Sqrt(verticalGap * verticalGap + radialGap * radialGap);
return radialGap;
}
/// <summary>

View file

@ -0,0 +1,53 @@
using System.Numerics;
using AcDream.Core.Physics.Motion;
namespace AcDream.Core.Physics;
/// <summary>
/// Retail object-range predicate used by <c>CPlayerSystem</c> range handlers.
/// Port of <c>ACCWeenieObject::ObjectsInRange @ 0x0058C1A0</c>.
/// </summary>
public static class ObjectRangeMath
{
/// <summary>
/// Tests two live physics objects against a caller-supplied range. Retail
/// gives <paramref name="ignoreZDelta"/> precedence; otherwise
/// <paramref name="useRadii"/> selects cylinder-gap distance instead of
/// ordinary center distance.
/// </summary>
public static bool ObjectsInRange(
Vector3 firstPosition,
float firstRadius,
float firstHeight,
Vector3 secondPosition,
float secondRadius,
float secondHeight,
double range,
bool useRadii,
bool ignoreZDelta)
{
double distance;
if (ignoreZDelta)
{
double dx = secondPosition.X - firstPosition.X;
double dy = secondPosition.Y - firstPosition.Y;
distance = Math.Sqrt(dx * dx + dy * dy);
}
else if (useRadii)
{
distance = MoveToMath.CylinderDistance(
firstRadius,
firstHeight,
firstPosition,
secondRadius,
secondHeight,
secondPosition);
}
else
{
distance = Vector3.Distance(firstPosition, secondPosition);
}
return distance <= range;
}
}