diff --git a/src/AcDream.Core/Physics/PhysicsEngine.cs b/src/AcDream.Core/Physics/PhysicsEngine.cs
index da52716b..7b072fc5 100644
--- a/src/AcDream.Core/Physics/PhysicsEngine.cs
+++ b/src/AcDream.Core/Physics/PhysicsEngine.cs
@@ -971,6 +971,11 @@ public sealed class PhysicsEngine
// (matches non-player movement, all targets collide).
transition.ObjectInfo.State |= moverFlags;
+ // frames_stationary_fall gate input: retail reads the mover's GRAVITY state bit
+ // (object_info.object->state & 0x400, pc:272625). Seed it from the body so the ladder
+ // in ValidateTransition runs for gravity movers (the player) and not floating props.
+ transition.ObjectInfo.MoverHasGravity = body?.HasGravity ?? false;
+
if (isOnGround)
transition.ObjectInfo.State |= ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
@@ -1043,6 +1048,19 @@ public sealed class PhysicsEngine
body.WalkableUp);
}
+ // Seed collision_info.frames_stationary_fall from the body's carried Stationary*
+ // transient bits — retail transition() 0x00512dc0 seeds fsf from transient_state
+ // 0x40/0x20/0x10 AFTER init_path and immediately BEFORE find_valid_position
+ // (pc:280939-949). Placed here (post-InitPath) so InitPath's CollisionInfo reset
+ // doesn't wipe the seed.
+ if (body is not null)
+ {
+ transition.CollisionInfo.FramesStationaryFall =
+ body.TransientState.HasFlag(TransientStateFlags.StationaryStuck) ? 3 :
+ body.TransientState.HasFlag(TransientStateFlags.StationaryStop) ? 2 :
+ body.TransientState.HasFlag(TransientStateFlags.StationaryFall) ? 1 : 0;
+ }
+
bool ok = transition.FindTransitionalPosition(this);
var sp = transition.SpherePath;
@@ -1072,6 +1090,23 @@ public sealed class PhysicsEngine
body.ContactPlaneValid = false;
}
+ // Publish frames_stationary_fall + carry it to the next frame via the Stationary*
+ // transient bits. Retail encodes these bits in handle_all_collisions (pc:282737-758);
+ // acdream co-locates the encode with the fsf writeback here (STRUCTURAL ADAPTATION,
+ // register) so the round-trip (seed→ladder→writeback→seed) is self-contained in Core.
+ // handle_all_collisions (PhysicsObjUpdate) then only READS body.FramesStationaryFall.
+ body.FramesStationaryFall = ci.FramesStationaryFall;
+ body.TransientState &= ~(TransientStateFlags.StationaryFall
+ | TransientStateFlags.StationaryStop
+ | TransientStateFlags.StationaryStuck);
+ body.TransientState |= ci.FramesStationaryFall switch
+ {
+ 1 => TransientStateFlags.StationaryFall,
+ 2 => TransientStateFlags.StationaryStop,
+ 3 => TransientStateFlags.StationaryStuck,
+ _ => TransientStateFlags.None,
+ };
+
if (sp.HasLastWalkablePolygon && sp.LastWalkableVertices is not null)
{
body.WalkablePolygonValid = true;
diff --git a/src/AcDream.Core/Physics/TransitionTypes.cs b/src/AcDream.Core/Physics/TransitionTypes.cs
index c52c1552..e7b67b11 100644
--- a/src/AcDream.Core/Physics/TransitionTypes.cs
+++ b/src/AcDream.Core/Physics/TransitionTypes.cs
@@ -69,6 +69,16 @@ public sealed class ObjectInfo
///
public uint SelfEntityId;
+ ///
+ /// The moving object has the retail GRAVITY state bit (PhysicsStateFlags.Gravity 0x400).
+ /// Seeded from the body at get_object_info time. Retail's frames_stationary_fall
+ /// ladder is gated on the mover having gravity (object_info.object->state & 0x400,
+ /// validate_transition pc:272625; ACE ObjectInfo.Object.State.HasFlag(Gravity)
+ /// Transition.cs:1031) — a floating/gravity-less prop never accumulates a stuck-fall.
+ /// Default false so table-less/one-shot callers don't run the ladder.
+ ///
+ public bool MoverHasGravity;
+
// Convenience flag checks
public bool Contact => State.HasFlag(ObjectInfoState.Contact);
public bool OnWalkable => State.HasFlag(ObjectInfoState.OnWalkable);
@@ -956,8 +966,13 @@ public sealed class Transition
transitionState);
}
- // PathClipped objects stop at the first collision.
- if (CollisionInfo.CollisionNormalValid && ObjectInfo.PathClipped)
+ // retail find_valid_position (pc:273745): stop the sweep as soon as the mover is
+ // flagged stuck (frames_stationary_fall != 0) OR a PathClipped object took its
+ // first collision. The fsf break is load-bearing — without it a later advancing
+ // sub-step in the SAME frame resets fsf, so the counter can never escalate across
+ // frames (ACE Transition.cs:587 `if (CollisionInfo.FramesStationaryFall > 0) break`).
+ if (CollisionInfo.FramesStationaryFall != 0
+ || (CollisionInfo.CollisionNormalValid && ObjectInfo.PathClipped))
break;
}
@@ -4578,6 +4593,11 @@ public sealed class Transition
var ci = CollisionInfo;
var oi = ObjectInfo;
+ // retail validate_transition arg3 / ACE _redo: was this a CLEAN advance (an OK step
+ // that actually moved)? Captured BEFORE the collision branch below reverts CurPos and
+ // rewrites transitionState to OK. Feeds the frames_stationary_fall ladder at the tail.
+ bool cleanAdvance = transitionState == TransitionState.OK && sp.CheckPos != sp.CurPos;
+
if (transitionState == TransitionState.OK && sp.CheckPos != sp.CurPos)
{
// Movement succeeded: accept the new position.
@@ -4718,6 +4738,64 @@ public sealed class Transition
oi.State &= ~(ObjectInfoState.Contact | ObjectInfoState.OnWalkable);
}
+ // ── frames_stationary_fall ladder (retail validate_transition pc:272625-656;
+ // ACE Transition.cs:1029-1061). Retires the TS-3 stub. Detects a gravity mover
+ // that CANNOT advance (blocked) for successive frames and (a) escalates the counter
+ // and (b) at fsf≥3 manufactures an UPWARD contact plane so the mover "stands on" the
+ // obstacle (glide onto a crowd top). handle_all_collisions later zeros the velocity
+ // when fsf>1 (the airborne-stuck bleed).
+ //
+ // STRUCTURAL ADAPTATION (register): ACE interleaves this between the LKCP-restore
+ // and the contact-marking, using its `_redo`. acdream fused those into the contact
+ // block above (the L.2.3c/L.2.4/A6.P3 contact-retention divergences), so the ladder
+ // runs HERE, after the marking, and derives the same signal as `cleanAdvance ||
+ // oi.OnWalkable` (a grounded wall-slide is not a stuck-fall) — semantically equal to
+ // ACE's _redo. The manufacture case re-marks grounding itself (ACE's post-fsf D block).
+ // Gate: not the camera viewer AND the mover has gravity (pc:272625).
+ if (!oi.IsViewer && oi.MoverHasGravity)
+ {
+ bool redo = cleanAdvance || oi.OnWalkable;
+ if (!redo)
+ {
+ int fsf = ci.FramesStationaryFall;
+ if (fsf > 0)
+ {
+ if (fsf > 1)
+ {
+ ci.FramesStationaryFall = 3;
+
+ // UP plane through the sphere bottom: d = radius − center.Z
+ // (up=(0,0,1) so dot(center,up)=center.Z). pc:272639-643 / ACE 1040-1044.
+ var up = Vector3.UnitZ;
+ float d = sp.GlobalSphere[0].Radius - sp.GlobalSphere[0].Origin.Z;
+ ci.SetContactPlane(new Plane(up, d), sp.CheckCellId, isWater: false);
+
+ // Only record the environment hit if not ALREADY in contact
+ // (pc:272647 / ACE 1046) — read Contact before we set it below.
+ if (!oi.Contact)
+ {
+ ci.SetCollisionNormal(up);
+ ci.CollidedWithEnvironment = true;
+ }
+
+ // acdream runs the ladder after the fused contact-marking, so apply the
+ // manufactured grounding + LKCP save that ACE's post-fsf D block would.
+ oi.State |= ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
+ ci.LastKnownContactPlaneValid = true;
+ ci.LastKnownContactPlane = ci.ContactPlane;
+ ci.LastKnownContactPlaneCellId = ci.ContactPlaneCellId;
+ ci.LastKnownContactPlaneIsWater = ci.ContactPlaneIsWater;
+ }
+ else
+ ci.FramesStationaryFall = 2;
+ }
+ else
+ ci.FramesStationaryFall = 1;
+ }
+ else
+ ci.FramesStationaryFall = 0;
+ }
+
return transitionState;
}
}
diff --git a/tests/AcDream.Core.Tests/Physics/FramesStationaryFallTests.cs b/tests/AcDream.Core.Tests/Physics/FramesStationaryFallTests.cs
new file mode 100644
index 00000000..b5059a76
--- /dev/null
+++ b/tests/AcDream.Core.Tests/Physics/FramesStationaryFallTests.cs
@@ -0,0 +1,149 @@
+using System;
+using System.Numerics;
+using AcDream.Core.Physics;
+using Xunit;
+using Xunit.Abstractions;
+
+namespace AcDream.Core.Tests.Physics;
+
+///
+/// Conformance tests for the retail frames_stationary_fall (fsf) round-trip
+/// (validate_transition 0x0050aa70 pc:272625-656; transition seed pc:280940-947;
+/// ACE Transition.cs:1029-1061). Retires the TS-3 stub.
+///
+///
+/// The ladder detects a gravity mover that CANNOT advance for successive frames — the
+/// #182 airborne "stuck in the falling animation" wedge (a jump into a monster crowd
+/// where the near-horizontal creature normal blocks upward motion). fsf escalates
+/// 0→1→2→3 while blocked and resets to 0 the moment the mover advances; at fsf≥3 an
+/// upward contact plane is manufactured so the mover stands on the obstacle. The counter
+/// round-trips across frames through the Stationary* transient bits (seed→ladder→writeback).
+/// The velocity "bleed on block" (fsf>1 → v=0) lives in handle_all_collisions (see
+/// ); this file proves the counter itself.
+///
+///
+public class FramesStationaryFallTests
+{
+ private readonly ITestOutputHelper _out;
+ public FramesStationaryFallTests(ITestOutputHelper output) => _out = output;
+
+ private const uint Lb = 0xA9B40000u;
+ private const uint Cell = Lb | 0x0001u;
+ private const float R = 0.48f, H = 1.835f, StepUp = 0.60f, StepDown = 0.04f;
+
+ private static PhysicsEngine BuildEngine()
+ {
+ var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
+ engine.AddLandblock(
+ landblockId: Lb,
+ terrain: new TerrainSurface(new byte[81], new float[256]), // flat terrain at Z=0
+ cells: Array.Empty(),
+ portals: Array.Empty(),
+ worldOffsetX: 0f, worldOffsetY: 0f);
+ return engine;
+ }
+
+ // A creature body sphere at an ARBITRARY height (elevated well above the terrain so the
+ // airborne player never finds a floor and stays airborne — the crowd-jump geometry).
+ private static void RegisterCreatureAt(PhysicsEngine e, uint id, Vector3 center, float radius = R)
+ {
+ e.ShadowObjects.Register(
+ id, gfxObjId: 0u, center, Quaternion.Identity, radius,
+ worldOffsetX: 0f, worldOffsetY: 0f, landblockId: Lb,
+ collisionType: ShadowCollisionType.Sphere,
+ cylHeight: 0f, scale: 1f, state: 0u,
+ flags: EntityCollisionFlags.IsCreature, isStatic: false);
+ }
+
+ private static PhysicsBody AirborneBody(Vector3 pos) => new PhysicsBody
+ {
+ Position = pos,
+ Orientation = Quaternion.Identity,
+ State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
+ TransientState = TransientStateFlags.None, // airborne: no Contact / no OnWalkable
+ };
+
+ private ResolveResult Push(PhysicsEngine engine, PhysicsBody body, Vector3 delta, uint cell)
+ => engine.ResolveWithTransition(
+ body.Position, body.Position + delta, cell,
+ R, H, StepUp, StepDown, isOnGround: false, body: body,
+ moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
+
+ [Fact]
+ public void AirborneJumpBlockedOverhead_FsfClimbsTo3_ThenResetsWhenAdvancing()
+ {
+ // The #182 airborne-stuck geometry, distilled: an airborne mover with a persistent
+ // UPWARD intent (a jump) into a creature directly overhead. The collision normal is
+ // vertical, so — unlike a purely-horizontal push, whose sliding normal absorbs the
+ // whole offset and aborts the sweep before the ladder — the up-intent survives every
+ // frame, the sweep runs, and fsf escalates 0→1→2→3 via the Stationary* bit round-trip.
+ var engine = BuildEngine();
+ RegisterCreatureAt(engine, 0xC0B0u, new Vector3(12f, 10f, 4.5f)); // directly overhead
+
+ // Start BELOW the creature so the first frames rise freely (fsf stays 0), then wedge.
+ var body = AirborneBody(new Vector3(12f, 10f, 1f));
+ uint cell = Cell;
+ var up = new Vector3(0f, 0f, 0.6f); // persistent jump intent
+
+ int firstFrameFsf = -1, maxFsf = 0;
+ for (int i = 0; i < 14; i++)
+ {
+ var r = Push(engine, body, up, cell);
+ body.Position = r.Position; cell = r.CellId;
+ if (i == 0) firstFrameFsf = body.FramesStationaryFall;
+ maxFsf = Math.Max(maxFsf, body.FramesStationaryFall);
+ _out.WriteLine($"frame{i,2}: z={body.Position.Z:F3} fsf={body.FramesStationaryFall} " +
+ $"ts=0x{(uint)body.TransientState:X} onGround={r.IsOnGround}");
+ }
+
+ // The first frame rose freely (well below the creature) — advancing keeps fsf at 0.
+ Assert.Equal(0, firstFrameFsf);
+ // Once wedged under the creature, fsf escalated to 3.
+ Assert.True(maxFsf == 3, $"fsf must escalate to 3 while the jump is blocked overhead; got {maxFsf}");
+ // At fsf 3 the ladder manufactured an upward contact plane → grounded on the obstacle
+ // (the retail "glide onto the crowd top").
+ Assert.True(body.ContactPlaneValid, "fsf≥3 should manufacture a contact plane");
+ Assert.True(body.ContactPlane.Normal.Z > 0.99f, "manufactured contact plane points up");
+ }
+
+ [Fact]
+ public void GroundedWallSlide_DoesNotAccumulateFsf()
+ {
+ // A GROUNDED mover pushed into an obstacle is not a "stuck fall" — retail keeps fsf=0
+ // (ACE _redo=1 via the OnWalkable path), so a grounded crowd-jam slides rather than
+ // getting its velocity zeroed. Guards against the fsf-zero breaking grounded wall-slide.
+ var engine = BuildEngine();
+ RegisterCreatureAt(engine, 0xC0C0u, new Vector3(12f, 11.5f, R)); // foot-height creature
+
+ var floor = new Plane(Vector3.UnitZ, 0f);
+ var verts = new[]
+ {
+ new Vector3(-100f, -100f, 0f), new Vector3(100f, -100f, 0f),
+ new Vector3(100f, 100f, 0f), new Vector3(-100f, 100f, 0f),
+ };
+ var body = new PhysicsBody
+ {
+ Position = new Vector3(12f, 10f, 0f),
+ Orientation = Quaternion.Identity,
+ State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
+ ContactPlaneValid = true, ContactPlane = floor, ContactPlaneCellId = Cell,
+ WalkablePolygonValid = true, WalkablePlane = floor, WalkableVertices = verts,
+ WalkableUp = Vector3.UnitZ,
+ TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
+ };
+ uint cell = Cell;
+
+ int maxFsf = 0;
+ for (int i = 0; i < 40; i++)
+ {
+ var r = engine.ResolveWithTransition(
+ body.Position, body.Position + new Vector3(0f, 0.08f, 0f), cell,
+ R, H, StepUp, StepDown, isOnGround: true, body: body,
+ moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide);
+ body.Position = r.Position; cell = r.CellId;
+ maxFsf = Math.Max(maxFsf, body.FramesStationaryFall);
+ }
+ _out.WriteLine($"grounded push maxFsf={maxFsf}");
+ Assert.Equal(0, maxFsf); // a grounded mover never accumulates a stuck-fall
+ }
+}