feat(physics): retail PvP exemption + viewer/creature/missile gates (Commit C)

The retail-faithful exemption block at the top of
CPhysicsObj::FindObjCollisions
(acclient_2013_pseudo_c.txt:276782-276839,276971), ported line-for-
line as a small static helper.

Behaviour now matches retail:
  - Two non-PK players walk through each other.
  - Two PK players collide.
  - Two PKLite players collide.
  - Mismatched PK status (PK vs non-PK, PK vs PKLite) — exempt.
  - Impenetrable target ("Free" PK status) — always collides.
  - Player vs creature/NPC — always collides (this is what closes the
    user-facing complaint that walking into a Holtburg vendor was
    walking through them).
  - Mover with IGNORE_CREATURES — walks through creature targets.
  - Viewer (camera ray) — walks through creatures.
  - Target with ETHEREAL+IGNORE_COLLISIONS — universally exempt.

CollisionExemption.ShouldSkip(targetState, targetFlags, moverState)
  - new file src/AcDream.Core/Physics/CollisionExemption.cs.
  - 13-test matrix covering every documented case
    (CollisionExemptionTests.cs).
  - Static + pure → cheap to call from the hot path.

Wiring:
  - TransitionTypes.FindObjCollisions: after broadphase distance
    reject, call ShouldSkip on the obj and ObjectInfo.State; on true,
    `continue`. Static landblock entries (State=0, Flags=None) fall
    through cheaply — no behavior change for static collision.
  - PhysicsEngine.ResolveWithTransition: new optional moverFlags
    parameter (default None for back-compat). PlayerMovementController
    passes ObjectInfoState.IsPlayer; remote dead-reckoning leaves it
    None (matches non-player movers, no PvP exemption applies).
  - PK/PKLite/Impenetrable bits for the LOCAL player are not yet
    sourced from PlayerDescription's PlayerKillerStatus property —
    that's a follow-up. Default "non-PK player" matches ACE's
    character-creation default and the user's +Acdream test
    character.

Cross-checked against ACE PhysicsObj.cs:381-405 (line-for-line C# port
of the same retail block). Only intentional divergence: ACE adds
state.HasFlag(IsImpenetrable) (mover-impenetrable) to the collide list;
retail's pseudo-C only checks the target — acdream follows retail.

dotnet build green, dotnet test 1467 passing (+13 new). Live test:
+Acdream walking into Holtburg vendors now stops at their cylinder;
walking through small plants still passes (Commit B's phantom skip).

Closes the live-entity collision arc: A (plumbing) + B (registration)
+ C (exemption).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-29 13:21:36 +02:00
parent 46ca3ba26b
commit 7d6fe90607
5 changed files with 319 additions and 2 deletions

View file

@ -413,7 +413,13 @@ public sealed class PlayerMovementController
stepUpHeight: StepUpHeight,
stepDownHeight: 0.04f, // retail default
isOnGround: _body.OnWalkable,
body: _body); // persist ContactPlane across frames for slope tracking
body: _body, // persist ContactPlane across frames for slope tracking
// Commit C 2026-04-29 — local player is always IsPlayer.
// The PK/PKLite/Impenetrable bits come from PlayerDescription's
// PlayerKillerStatus property; not yet parsed (non-PK pair → walks
// through other non-PK players, which is retail's default for
// ACE's character creation defaults too).
moverFlags: AcDream.Core.Physics.ObjectInfoState.IsPlayer);
// Apply resolved position.
_body.Position = resolveResult.Position;

View file

@ -0,0 +1,123 @@
namespace AcDream.Core.Physics;
/// <summary>
/// The retail-faithful exemption gate at the top of
/// <c>CPhysicsObj::FindObjCollisions</c>. Decides — based on the moving
/// object's <see cref="ObjectInfoState"/> bits and the target's raw
/// <c>PhysicsState</c> + decoded <see cref="EntityCollisionFlags"/> —
/// whether collision against the target should be skipped entirely
/// (return <c>OK_TS</c>) or proceed to broad-phase / shape dispatch.
///
/// <para>
/// Ported from the named retail decompilation:
/// </para>
/// <list type="bullet">
/// <item><c>acclient_2013_pseudo_c.txt:276782</c> — target
/// <c>ETHEREAL_PS=0x4 &amp; IGNORE_COLLISIONS_PS=0x10</c>: walk through.</item>
/// <item><c>acclient_2013_pseudo_c.txt:276787</c> — viewer mover vs
/// creature target: walk through (camera ray ignores creatures).</item>
/// <item><c>acclient_2013_pseudo_c.txt:276971</c> — mover with
/// <c>IGNORE_CREATURES (state &amp; 0x400)</c> vs creature target:
/// walk through.</item>
/// <item><c>acclient_2013_pseudo_c.txt:276807-276839</c> — PvP rule:
/// <para>
/// If both are players: skip <em>unless</em> target is Impenetrable,
/// or both are PK, or both are PKLite. Mismatched PK status (PK vs
/// non-PK, PK vs PKLite) is exempted — players in different pools
/// pass through each other, matching retail muscle memory.
/// </para>
/// </item>
/// </list>
///
/// <para>
/// Cross-checked against ACE
/// <c>references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:381-405</c>
/// (line-for-line C# port of the same logic). Note: ACE adds
/// <c>state.HasFlag(IsImpenetrable)</c> (mover-impenetrable) to the
/// collide list; retail's pseudo-C only checks the target's
/// <c>IsImpenetrable()</c>. acdream follows retail.
/// </para>
/// </summary>
public static class CollisionExemption
{
private const uint ETHEREAL_PS = 0x4u; // acclient.h:2819
private const uint IGNORE_COLLISIONS_PS = 0x10u; // acclient.h:2821
/// <summary>
/// Should the moving object skip collision testing against this
/// target entirely? Returns <c>true</c> if exempt (no further
/// shape dispatch).
/// </summary>
/// <param name="targetState">Raw retail <c>PhysicsState</c> bits
/// captured at <c>CreateObject</c> time (ETHEREAL/IGNORE/etc.).</param>
/// <param name="targetFlags">Decoded
/// <see cref="EntityCollisionFlags"/> from the target's PWD bitfield
/// plus its <c>ItemType</c>-derived <c>IsCreature</c> bit.</param>
/// <param name="moverState">The moving object's
/// <see cref="ObjectInfoState"/> — typically the local player's
/// IsPlayer + (PK/PKLite/Impenetrable bits if known) flags.</param>
public static bool ShouldSkip(uint targetState, EntityCollisionFlags targetFlags,
ObjectInfoState moverState)
{
// 1. Target ETHEREAL + IGNORE_COLLISIONS → walk through.
// acclient_2013_pseudo_c.txt:276782 — wraps the entire body of
// FindObjCollisions; we hoist it as the first early-out.
if ((targetState & ETHEREAL_PS) != 0
&& (targetState & IGNORE_COLLISIONS_PS) != 0)
{
return true;
}
// 2. Viewer mover + creature target → walk through.
// acclient_2013_pseudo_c.txt:276787-276790.
bool moverIsViewer = (moverState & ObjectInfoState.IsViewer) != 0;
bool targetIsCreature = (targetFlags & EntityCollisionFlags.IsCreature) != 0;
if (moverIsViewer && targetIsCreature)
return true;
// 3. IGNORE_CREATURES mover + creature target → walk through.
// acclient_2013_pseudo_c.txt:276971.
bool moverIgnoresCreatures = (moverState & ObjectInfoState.IgnoreCreatures) != 0;
if (moverIgnoresCreatures && targetIsCreature)
return true;
// 4. PvP exemption block.
// acclient_2013_pseudo_c.txt:276807-276839.
bool moverIsPlayer = (moverState & ObjectInfoState.IsPlayer) != 0;
bool targetIsPlayer = (targetFlags & EntityCollisionFlags.IsPlayer) != 0;
if (moverIsPlayer && targetIsPlayer)
{
// Tentatively exempt (retail `ebp_1 = 1`). Then disqualify
// if any of the COLLIDE conditions hold.
bool collide = false;
// 4a. Impenetrable target → collide.
// acclient_2013_pseudo_c.txt:276826.
if ((targetFlags & EntityCollisionFlags.IsImpenetrable) != 0)
collide = true;
// 4b. Both PK → collide.
// acclient_2013_pseudo_c.txt:276832-276836.
if (!collide
&& (moverState & ObjectInfoState.IsPK) != 0
&& (targetFlags & EntityCollisionFlags.IsPK) != 0)
{
collide = true;
}
// 4c. Both PKLite → collide.
// acclient_2013_pseudo_c.txt:276837.
if (!collide
&& (moverState & ObjectInfoState.IsPKLite) != 0
&& (targetFlags & EntityCollisionFlags.IsPKLite) != 0)
{
collide = true;
}
if (!collide)
return true; // exempt — non-PK pair walks through
}
return false; // proceed to broad-phase + shape dispatch
}
}

View file

@ -388,13 +388,21 @@ public sealed class PhysicsEngine
float sphereRadius, float sphereHeight,
float stepUpHeight, float stepDownHeight,
bool isOnGround,
PhysicsBody? body = null)
PhysicsBody? body = null,
ObjectInfoState moverFlags = ObjectInfoState.None)
{
var transition = new Transition();
transition.ObjectInfo.StepUpHeight = stepUpHeight;
transition.ObjectInfo.StepDownHeight = stepDownHeight;
transition.ObjectInfo.StepDown = true;
// Commit C 2026-04-29 — caller-supplied mover flags drive the
// retail PvP exemption block in FindObjCollisions. The local
// player passes IsPlayer (and PK/PKLite/Impenetrable when known
// from PlayerDescription); remote dead-reckoning passes None
// (matches non-player movement, all targets collide).
transition.ObjectInfo.State |= moverFlags;
if (isOnGround)
transition.ObjectInfo.State |= ObjectInfoState.Contact | ObjectInfoState.OnWalkable;

View file

@ -807,6 +807,17 @@ public sealed class Transition
if (distToCurr > maxReach)
continue;
// Commit C 2026-04-29 — retail exemption block at the top of
// CPhysicsObj::FindObjCollisions
// (acclient_2013_pseudo_c.txt:276782-276839,276971). Skips
// ethereal+ignore-collisions, viewer-vs-creature,
// IGNORE_CREATURES movers, and the player-vs-player PvP
// pass-through (non-PK pair / mismatched PK). Static
// landblock entries register with State=0 and Flags=None,
// so this is a cheap fall-through for them.
if (CollisionExemption.ShouldSkip(obj.State, obj.Flags, ObjectInfo.State))
continue;
TransitionState result;
if (obj.CollisionType == ShadowCollisionType.BSP)

View file

@ -0,0 +1,169 @@
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Unit tests for <see cref="CollisionExemption"/> — Commit C of the
/// 2026-04-29 live-entity collision port. Covers retail's
/// <c>CPhysicsObj::FindObjCollisions</c> exemption block, ported
/// line-for-line from
/// <c>docs/research/named-retail/acclient_2013_pseudo_c.txt:276782-276839,276971</c>.
///
/// <para>
/// Behaviour matrix (target / mover columns):
/// </para>
/// <list type="table">
/// <listheader><term>Mover</term><term>Target</term><description>Skip?</description></listheader>
/// <item><term>any</term><term>ETHEREAL+IGNORE_COLLISIONS</term><description>YES (early-out)</description></item>
/// <item><term>IsViewer</term><term>IsCreature</term><description>YES (camera ray-test passes through)</description></item>
/// <item><term>IGNORE_CREATURES</term><term>IsCreature</term><description>YES (mover walks through creatures)</description></item>
/// <item><term>IsPlayer</term><term>IsPlayer (no PK)</term><description>YES (non-PK pair walks through)</description></item>
/// <item><term>IsPlayer + IsPK</term><term>IsPlayer + IsPK</term><description>NO (PK pair collides)</description></item>
/// <item><term>IsPlayer + IsPKLite</term><term>IsPlayer + IsPKLite</term><description>NO (PKLite pair collides)</description></item>
/// <item><term>IsPlayer</term><term>IsPlayer + IsImpenetrable</term><description>NO (Impenetrable target always collides)</description></item>
/// <item><term>IsPlayer + IsPK</term><term>IsPlayer (no PK)</term><description>YES (mismatched PK skip)</description></item>
/// <item><term>IsPlayer</term><term>IsCreature (NPC)</term><description>NO (player vs NPC always collides)</description></item>
/// </list>
/// </summary>
public class CollisionExemptionTests
{
private const uint ETHEREAL_PS = 0x4u;
private const uint IGNORE_COLLISIONS_PS = 0x10u;
[Fact]
public void EtherealAndIgnoreCollisions_AlwaysSkipped()
{
// Target with both bits set is exempted from any mover.
Assert.True(CollisionExemption.ShouldSkip(
targetState: ETHEREAL_PS | IGNORE_COLLISIONS_PS,
targetFlags: EntityCollisionFlags.None,
moverState: ObjectInfoState.IsPlayer));
}
[Fact]
public void EtherealOnly_NotSkipped()
{
// Target with ETHEREAL but NOT IGNORE_COLLISIONS does not bail
// out at the first gate — collision proceeds. (Step-down marks
// obstruction_ethereal, but does not exempt.)
Assert.False(CollisionExemption.ShouldSkip(
targetState: ETHEREAL_PS,
targetFlags: EntityCollisionFlags.None,
moverState: ObjectInfoState.IsPlayer));
}
[Fact]
public void Viewer_VsCreature_Skipped()
{
// Camera-ray viewer transitions through creatures.
Assert.True(CollisionExemption.ShouldSkip(
targetState: 0u,
targetFlags: EntityCollisionFlags.IsCreature,
moverState: ObjectInfoState.IsViewer));
}
[Fact]
public void Viewer_VsNonCreature_NotSkipped()
{
Assert.False(CollisionExemption.ShouldSkip(
targetState: 0u,
targetFlags: EntityCollisionFlags.None,
moverState: ObjectInfoState.IsViewer));
}
[Fact]
public void IgnoreCreatures_VsCreature_Skipped()
{
// Per acclient_2013_pseudo_c.txt:276971 — an arrow with
// IGNORE_CREATURES doesn't get blocked by the very monster it's
// tracking towards (until missile_ignore filters its target).
Assert.True(CollisionExemption.ShouldSkip(
targetState: 0u,
targetFlags: EntityCollisionFlags.IsCreature,
moverState: ObjectInfoState.IgnoreCreatures));
}
[Fact]
public void NonPkPlayer_VsNonPkPlayer_Skipped()
{
// The user-visible payoff: two ordinary players walk through each
// other instead of blocking.
Assert.True(CollisionExemption.ShouldSkip(
targetState: 0u,
targetFlags: EntityCollisionFlags.IsPlayer,
moverState: ObjectInfoState.IsPlayer));
}
[Fact]
public void Pk_VsPk_NotSkipped()
{
// Two PK players collide.
Assert.False(CollisionExemption.ShouldSkip(
targetState: 0u,
targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPK,
moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPK));
}
[Fact]
public void PkLite_VsPkLite_NotSkipped()
{
Assert.False(CollisionExemption.ShouldSkip(
targetState: 0u,
targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPKLite,
moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPKLite));
}
[Fact]
public void Pk_VsNonPk_Skipped()
{
// Mismatched PK status: still exempt — only matching pair collides.
Assert.True(CollisionExemption.ShouldSkip(
targetState: 0u,
targetFlags: EntityCollisionFlags.IsPlayer,
moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPK));
}
[Fact]
public void Pk_VsPkLite_Skipped()
{
// PK and PKLite are different pools — pair doesn't match.
Assert.True(CollisionExemption.ShouldSkip(
targetState: 0u,
targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPKLite,
moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPK));
}
[Fact]
public void ImpenetrableTarget_VsAnyPlayer_NotSkipped()
{
// Impenetrable target ("Free" PK status) always collides with
// any player mover — regardless of mover's PK state.
Assert.False(CollisionExemption.ShouldSkip(
targetState: 0u,
targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsImpenetrable,
moverState: ObjectInfoState.IsPlayer));
}
[Fact]
public void Player_VsCreature_NotSkipped()
{
// PvP exemption only applies player-on-player. Player vs creature
// (NPC, monster) is the normal blocking case.
Assert.False(CollisionExemption.ShouldSkip(
targetState: 0u,
targetFlags: EntityCollisionFlags.IsCreature,
moverState: ObjectInfoState.IsPlayer));
}
[Fact]
public void NonPlayerMover_VsPlayer_NotSkipped()
{
// PvP rule requires BOTH to be players. Mover is not a player
// (e.g., dead-reckoned remote NPC) → no exemption applies.
Assert.False(CollisionExemption.ShouldSkip(
targetState: 0u,
targetFlags: EntityCollisionFlags.IsPlayer,
moverState: ObjectInfoState.None));
}
}