feat(vfx): port retail hidden and teleport presentation
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
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46 changed files with 4883 additions and 127 deletions
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using AcDream.Core.Physics;
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namespace AcDream.Core.Tests.Physics;
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public sealed class RetailPhysicsStateTransitionTests
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{
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[Fact]
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public void ConstructorState_MatchesRetailAndIsNotHidden()
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{
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Assert.Equal(0x00400C08u, (uint)RetailPhysicsStateTransitions.ConstructorState);
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Assert.Equal(
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PhysicsStateFlags.None,
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RetailPhysicsStateTransitions.ConstructorState & PhysicsStateFlags.Hidden);
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}
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[Fact]
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public void VisibleToHidden_PlaysHiddenShapeAndRewritesCollisionBits()
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{
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PhysicsStateFlags requested = PhysicsStateFlags.Hidden
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| PhysicsStateFlags.ReportCollisions
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| PhysicsStateFlags.Lighting;
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RetailPhysicsStateTransition result = RetailPhysicsStateTransitions.Apply(
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RetailPhysicsStateTransitions.ConstructorState,
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requested);
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Assert.Equal(RetailHiddenTransition.BecameHidden, result.HiddenTransition);
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Assert.False(result.LightingChanged);
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Assert.Equal(PhysicsStateFlags.None, result.FinalState & PhysicsStateFlags.ReportCollisions);
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Assert.NotEqual(PhysicsStateFlags.None, result.FinalState & PhysicsStateFlags.IgnoreCollisions);
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Assert.NotEqual(PhysicsStateFlags.None, result.FinalState & PhysicsStateFlags.Hidden);
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}
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[Fact]
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public void HiddenToVisible_RestoresReportCollisionsEvenWhenWireOmitsIt()
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{
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PhysicsStateFlags hidden = PhysicsStateFlags.Hidden
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| PhysicsStateFlags.IgnoreCollisions;
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RetailPhysicsStateTransition result = RetailPhysicsStateTransitions.Apply(
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hidden,
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PhysicsStateFlags.None);
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Assert.Equal(RetailHiddenTransition.BecameVisible, result.HiddenTransition);
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Assert.Equal(PhysicsStateFlags.None, result.FinalState & PhysicsStateFlags.Hidden);
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Assert.Equal(PhysicsStateFlags.None, result.FinalState & PhysicsStateFlags.IgnoreCollisions);
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Assert.NotEqual(PhysicsStateFlags.None, result.FinalState & PhysicsStateFlags.ReportCollisions);
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}
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[Fact]
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public void IdenticalHiddenState_DoesNotReplayTransition()
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{
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PhysicsStateFlags state = PhysicsStateFlags.Hidden
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| PhysicsStateFlags.IgnoreCollisions;
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RetailPhysicsStateTransition result = RetailPhysicsStateTransitions.Apply(state, state);
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Assert.Equal(RetailHiddenTransition.None, result.HiddenTransition);
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Assert.False(result.LightingChanged);
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Assert.False(result.NoDrawChanged);
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Assert.Equal(state, result.FinalState);
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}
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[Fact]
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public void LightingNoDrawAndHiddenChangeFlags_AreDerivedFromLowWord()
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{
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RetailPhysicsStateTransition result = RetailPhysicsStateTransitions.Apply(
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PhysicsStateFlags.None,
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PhysicsStateFlags.Lighting
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| PhysicsStateFlags.NoDraw
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| PhysicsStateFlags.Hidden);
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Assert.True(result.LightingChanged);
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Assert.True(result.NoDrawChanged);
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Assert.Equal(RetailHiddenTransition.BecameHidden, result.HiddenTransition);
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}
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}
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