diff --git a/docs/architecture/retail-divergence-register.md b/docs/architecture/retail-divergence-register.md
index f845dff9..94269d5f 100644
--- a/docs/architecture/retail-divergence-register.md
+++ b/docs/architecture/retail-divergence-register.md
@@ -241,7 +241,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| ~~TS-1~~ | **RETIRED 2026-07-30 (Campaign P Slice P2) — the row was stale, not the code.** The cited `:1254` line is unrelated stepping-loop code; the file moved substantially since the row was written. Retail's `EdgeSlide → PrecipiceSlide / CliffSlide` chain is already a real, tested port: `SpherePath.PrecipiceSlide` (`TransitionTypes.cs:943-970`, retail `SPHEREPATH::precipice_slide` pc:274316), `Transition.CliffSlide` (`:2080-2164`, retail `CTransition::cliff_slide` pc:272397, return-value mapping verified against `acclient.h:6100-6108`), and `Transition.EdgeSlideAfterStepDownFailed` (`:1907-2078`, mirrors `CTransition::edge_slide` pc:273001-273090). The one real gap (back-probe fallback skipping retail's `walkable_check_pos`/`localspace_sphere` recache, pc:274318-274326) needed no code change: acdream's `WalkableVertices`/`GlobalSphere` are populated in unified world space at assignment time (`SetWalkable`/`SetWalkableTransformed`, `SetCheckPos`/`RestoreCheckPos`), so both operands `BSPQuery.FindCrossedEdge` compares are already commensurable — retail's per-cell local-frame reprojection is a no-op correction here. Documented in-code at the back-probe site and pinned by `EdgeSlideBackProbePrecipiceSlideTests`. The chain's two acdream-only compensating branches (CliffSlide's three-source reference-normal fallback; the walkable-steepness reroute to CliffSlide before PrecipiceSlide) are real, non-retail additions — filed as AD-53 / AD-54 rather than folded into this row. | `src/AcDream.Core/Physics/TransitionTypes.cs` (`SpherePath.PrecipiceSlide`, `Transition.CliffSlide`, `Transition.EdgeSlideAfterStepDownFailed`); `tests/AcDream.Core.Tests/Physics/EdgeSlideBackProbePrecipiceSlideTests.cs` | — | — | `SPHEREPATH::precipice_slide` pc:274316 (0050cc80); `CTransition::cliff_slide` pc:272397 (0050a6d0); `CTransition::edge_slide` pc:273001-273090 (0050b3d0); `SPHEREPATH::get_walkable_pos`/`cache_localspace_sphere`/`set_walkable_check_pos` pc:274318-274326 (0050a8f0/0050c9d0/00509ce0); `docs/research/2026-07-30-response-layer-edge-family-pseudocode.md` §2, §6 Step 1 |
-| ~~TS-4~~ | **RETIRED 2026-07-31 (Campaign P Slice 2B).** The graph and prepared-flat Path-6 implementations now match retail's exact two-sphere split: every primary/foot polygon hit calls `SetCollide`, sets `WalkableAllowance=LandingZ`, and returns `Adjusted`; only a secondary/head hit writes `CollisionNormal` and returns `Collided`. The steep tangent shortcut and both BSP-layer `SetSlidingNormal` writes are deleted. Exact site tests pin all changed and preserved fields plus raw-bit graph/flat parity. Production-shaped multi-frame vertical/inward/tangential/uphill/downhill roof/wall/ledge traces carry accepted body state between frames, match graph/flat by raw result/body bits, reject penetration and uphill launch/bounce, and pass the complete historical collision matrix without compensation. | `src/AcDream.Core/Physics/BSPQuery.cs`; `src/AcDream.Core/Physics/FlatBspQuery.cs`; `tests/AcDream.Core.Tests/Physics/Ts4Path6ConformanceTests.cs`; `tests/AcDream.Core.Tests/Physics/RetailEdgeResponseOrderingTests.cs`; `tests/AcDream.Core.Tests/Physics/Ts4SteepRoofWedgeCaptureTests.cs` | — | — | `BSPTREE::find_collisions` 0x0053A440: head `0x0053A793..0x0053A7A4`, foot `0x0053A7B3..0x0053A7DC`; research §10 |
+| ~~TS-4~~ | **RETIRED 2026-07-31 (Campaign P Slice 2B; corrective acceptance complete).** The graph and prepared-flat Path-6 implementations now match retail's exact two-sphere split: every primary/foot polygon hit calls `SetCollide`, sets `WalkableAllowance=LandingZ`, and returns `Adjusted`; only a secondary/head hit writes `CollisionNormal` and returns `Collided`. The steep tangent shortcut and every BSP-layer `SetSlidingNormal` write are deleted. Exact site tests pin all changed and preserved fields plus raw-bit graph/flat parity. A corrective 90-tick already-airborne, zero-root-motion Core suite executes acceleration, body integration, transition resolution, exact commit, and `handle_all_collisions` while retaining every behavior-bearing collision/body field used by that specialized quantum. Vertical, inward, tangential, downhill, and positive-Z uphill-jump traces match graph/flat by raw bits, reject penetration/fixed points/second launches, and pin exact terminal velocity, contact, sliding, and contact-plane state. The older resolver-only capture is explicitly historical and restored to its three-second bound. | `src/AcDream.Core/Physics/BSPQuery.cs`; `src/AcDream.Core/Physics/FlatBspQuery.cs`; `tests/AcDream.Core.Tests/Physics/Ts4Path6ConformanceTests.cs`; `tests/AcDream.Core.Tests/Physics/Ts4ProductionQuantumConformanceTests.cs`; `tests/AcDream.Core.Tests/Physics/Ts4SteepRoofWedgeCaptureTests.cs` | — | — | `BSPTREE::find_collisions` 0x0053A440: head `0x0053A793..0x0053A7A4`, foot `0x0053A7B3..0x0053A7DC`; research §10 |
| TS-6 | Weather particle emission suppressed — all weathery DayGroups map to Overcast (correct fog/cloud tone, no precipitation); retail's camera-attached weather subsystem not yet located in the decomp | `src/AcDream.Core/World/WeatherState.cs:200` | Decomp research verified the sky loop never reads `DefaultPesObjectId`; an earlier name-based rain spawn regressed (rained where retail didn't, 2026-04-23) — inventing a name→rain path is forbidden until the real subsystem is found | Rainy/snowy/stormy days never show retail's precipitation effects (permanent missing visuals until the subsystem is found and ported) | FUN_00508010 / FUN_0051bed0→FUN_0051bfb0 (negative findings) |
| TS-7 | SkyObject `weather_enabled` gate not honored — weather-flagged sky objects (bit 0x04) always instantiate | `src/AcDream.Core/World/SkyDescLoader.cs:50` | No weather_enabled toggle exists yet; IsWeather flag parsed + documented as the gate to wire | Weather-only sky meshes (rain cylinders) appear where retail-with-weather-off suppresses them | `GameSky::MakeObject` 0x00506ee0, guard at decomp:268630 |
| ~~TS-8~~ | **RETIRED 2026-07-31 (#268 stat-chain closeout).** `EnchantmentWireReader` parses the complete 0x02C2 payload and `GameEventWiring` publishes its StatMod type/key/value and bucket through the same `ActiveEnchantmentRecord` used at login. An end-to-end dispatch test proves a mid-session skill modifier changes `LocalPlayerState.GetEffectiveSkill` immediately. | `src/AcDream.Core.Net/Messages/EnchantmentWireReader.cs`; `src/AcDream.Core.Net/GameEventWiring.cs`; `tests/AcDream.Core.Net.Tests/GameEventWiringTests.cs` | — | — | `CEnchantmentRegistry::EnchantAttribute @ 0x00594570`; `CEnchantmentRegistry::EnchantSkill @ 0x005947B0`; holtburger `messages/magic/types.rs` |
@@ -306,12 +306,11 @@ phase-gated — they carry their trigger in their row and should land
WITH that phase, not before.
1. **TS-27 — INBOUND retransmit handling** — the outbound sent-packet cache + resend landed with Campaign N Slice N1 (2026-07-29, class-doc gap list fixed same commit); the inbound sequence-aligned ISAAC + client NAK emission (N2/N4) remain the hard blocker for non-loopback play — one lost S2C packet still deafens the session permanently.
-2. **TS-4 — Path-6 steep slide-tangent shortcut** — landing/contact state diverges on every airborne-steep hit; the L.5+ retail-strict followup is already filed with the missing-ingredient analysis.
-3. **UN-1 — CheckOtherCells iteration order** — behavior-bearing halt order with a log-cosmetics justification; trivial to fix (iterate CELLARRAY build order, sort only in probe output).
-4. **UN-6 — 200 ms ConnectResponse sleep** — unexplained constant on every login with an intermittent-failure shape; either find the ACE race and cite it, or replace with an acknowledged-ready check.
-5. **UN-4 — GfxObj sides/negative-surface logic** — diagnose against the retail-cited CellStruct interpretation on a known double-sided GfxObj; promote to AP with a citation or align it.
-6. **TS-55 — AdminEnvirons fog/radar presentation** — exact retail mechanism is known; port the authored ambient/fog fields, radar blanking, Clear, and `0x270F` together.
-7. **TS-19 — Legacy ChaseCamera deletion** — already marked "pending the follow-up deletion commit"; its continued existence can mask or manufacture flap symptoms during debugging.
+2. **UN-1 — CheckOtherCells iteration order** — behavior-bearing halt order with a log-cosmetics justification; trivial to fix (iterate CELLARRAY build order, sort only in probe output).
+3. **UN-6 — 200 ms ConnectResponse sleep** — unexplained constant on every login with an intermittent-failure shape; either find the ACE race and cite it, or replace with an acknowledged-ready check.
+4. **UN-4 — GfxObj sides/negative-surface logic** — diagnose against the retail-cited CellStruct interpretation on a known double-sided GfxObj; promote to AP with a citation or align it.
+5. **TS-55 — AdminEnvirons fog/radar presentation** — exact retail mechanism is known; port the authored ambient/fog fields, radar blanking, Clear, and `0x270F` together.
+6. **TS-19 — Legacy ChaseCamera deletion** — already marked "pending the follow-up deletion commit"; its continued existence can mask or manufacture flap symptoms during debugging.
**Phase-gated (do WITH the phase, flagged here so they aren't forgotten):**
M2 combat must land TS-25
diff --git a/docs/plans/2026-07-29-physics-parity-campaign.md b/docs/plans/2026-07-29-physics-parity-campaign.md
index caa443cc..62f199c7 100644
--- a/docs/plans/2026-07-29-physics-parity-campaign.md
+++ b/docs/plans/2026-07-29-physics-parity-campaign.md
@@ -99,36 +99,30 @@ character state continuously.
### P2 — Response-layer edge family — retires TS-1, TS-4, AP-7; closes #166, #116
-**Status (2026-07-30, FINAL — Campaign P final physics slice):** TS-1 and
-AP-7 retired same-day as originally recorded. **TS-4 is now ALSO
-RETIRED** — the oracle follow-up pass
-(`docs/research/2026-07-30-ts4-116-oracle-plan.md`) found the freeze the
-first implementation attempt hit was one layer downstream of Path 6
-(inside `AdjustOffset`'s crease projection against a purely-vertical
-offset — a genuine retail-identical degeneracy, not a bug) and ran the
-plan's own decisive confirming test: `Ts4SteepRoofWedgeCaptureTests`'s
-horizontal-velocity variant (matching the realistic live-play input that
-originally validated the shortcut) converges cleanly with the shortcut
-removed. The Path-6 steep-poly shortcut is deleted from both
-`BSPQuery.cs` and `FlatBspQuery.cs`; the pure-vertical degenerate case is
-pinned (not fixed) as register row AD-56. **#116 is narrowed, not
-closed**: shape-2 (D4 first-airborne-frame hard-stop) is CLOSED — the
-oracle plan's structural dispatch-routing hypothesis was confirmed by
-instrumentation with no cdb session needed, and the D4 pin is un-skipped.
-Shape-1 (tick-22760 lateral-slide loss) got a real, independently-decomp-
-confirmed fix (Path 6's foot-clear/head-hit branch now returns `Collided`
-+ `SetCollisionNormal` directly, matching pc:323824-323834/ACE
-`BSPTree.cs:221-230`), but the confirming replay showed this does NOT
-explain tick-22760 itself — that mover is grounded (dispatches through
-Path 5, not Path 6) and the actual "no normal recorded" mechanism
-(`SpherePath.PrecipiceSlide`'s `find_crossed_edge`-false fallback) is
-independently confirmed byte-exact retail behavior too. The remaining
-divergence is most likely this test's simplified door-registration
-fixture, not the response layer — see ISSUES.md #116 and the oracle
-plan's Addendum 2 for the full trace and the concrete next step (re-run
-against the faithful Setup-based door registration). AD-55 (the sled
-slope-flatness constant, split out of AP-7's retirement) is ALSO retired
-this same slice — byte-proven `cos(10°)` per the oracle plan's Addendum.
+**Status (2026-07-31, FINAL):** TS-1 and AP-7 retired as originally
+recorded. TS-4's first 2026-07-30 removal was accepted by an incomplete
+resolver-only fixture, failed the live matrix with a roof wedge/uphill-bounce
+regression, and was reverted. The 2026-07-31 closure began from a fresh
+`BSPTREE::find_collisions` read and ports the exact asymmetric Path-6 split:
+primary/foot hits use `SetCollide` + `LandingZ` + `Adjusted`, while
+secondary/head hits use `CollisionNormal` + `Collided`; neither writes a
+sliding normal. Both graph and prepared-flat implementations match that
+oracle.
+
+The corrective acceptance no longer calls the old horizontal-input fixture
+"production-shaped." `Ts4ProductionQuantumConformanceTests` executes the
+already-airborne, zero-root-motion 30 Hz Core collision tail — acceleration,
+body integration, transition resolve, exact body/cell commit, then
+`handle_all_collisions` — and retains its behavior-bearing cell, contact,
+sliding, stationary-fall, and velocity state for 90 ticks. Graph and flat
+match by raw bits for vertical/inward/tangential/downhill cases and a genuine
+positive-Z uphill jump; exact terminal state, non-penetration, no fixed point,
+and no second launch are pinned. No further product-code correction was
+needed after that test became faithful, and there is no active AD-56 row. The
+older resolver-only wedge test remains only as a historical three-second
+signature control. #116 shape-2 remains closed; shape-1 remains narrowed as
+recorded in its issue history. AD-55 remains retired by the raw-byte
+`cos(10°)` proof.
The collision *response* layer (what happens after a hit): ground
friction, cliff edges, downhill landings, near-perpendicular wall
@@ -145,10 +139,11 @@ binds every subagent here.
stop-at-edge.
3. **#166:** port the landing "sled" (Sledding state set/clear sites;
the sled friction constants already sit in `calc_friction`).
-4. **TS-4:** replace the Path-6 steep-poly in-place-slide shortcut with
- retail's `SetCollide → Path-4 → ContactPlane` landing chain, and
- remove the two BSP-layer `SetSlidingNormal` writes (retail's only
- in-transition writer is `validate_transition`).
+4. **TS-4:** remove the Path-6 steep-poly shortcuts and port retail's exact
+ sphere split: primary/foot uses `SetCollide` + `LandingZ` + `Adjusted`;
+ secondary/head uses `CollisionNormal` + `Collided`. Remove every BSP-layer
+ `SetSlidingNormal` write (retail's only in-transition writer is
+ `validate_transition`).
5. **#116:** the near-perpendicular lateral-slide loss + first-airborne-
frame divergence, driven by the existing tick-22760 replay and D4
pins.
diff --git a/docs/research/2026-07-30-response-layer-edge-family-pseudocode.md b/docs/research/2026-07-30-response-layer-edge-family-pseudocode.md
index cbd10b33..631d744a 100644
--- a/docs/research/2026-07-30-response-layer-edge-family-pseudocode.md
+++ b/docs/research/2026-07-30-response-layer-edge-family-pseudocode.md
@@ -599,17 +599,16 @@ manufacture a caller that sets it.
### The former shortcut (HISTORICAL FACT; removed by Slice 2B)
Before Slice 2B, Path-6 (the default
-`sphere_intersects_poly → collide_with_pt / SetCollide` dispatch) tested each
-hit polygon's world-space normal. For BOTH sphere0 (feet) and sphere1 (head),
-if `worldNormal.Z < PhysicsGlobals.FloorZ` (steeper than ~49° from
-horizontal), acdream took a SPECIAL BRANCH:
-projects the move along the steep face, writes
-`collisions.SetCollisionNormal(worldNormal)` **and**
-`collisions.SetSlidingNormal(worldNormal)`, and returns
-`TransitionState.Slid` immediately — bypassing `SetCollide` entirely for
-steep hits. Only the shallow case (`worldNormal.Z >= FloorZ`) reaches
-`path.SetCollide(worldNormal); path.WalkableAllowance = LandingZ; return
-Adjusted;`.
+`sphere_intersects_poly → collide_with_pt / SetCollide` dispatch) was not
+symmetrically wrong. The parsed-graph primary/foot branch tested the hit
+polygon's world-space normal and, below `PhysicsGlobals.FloorZ`, projected
+the move along the face, wrote both collision and sliding normals, and
+returned `Slid`. Its secondary/head branch had already been corrected by
+#116 to retail's unconditional `CollisionNormal` + `Collided` response. The
+prepared-flat port still applied the steep shortcut to both spheres and sent
+both shallow cases through `SetCollide` + `Adjusted`; its head branch was
+therefore wrong for every slope. This distinction matters: retail does not
+apply one common response to both spheres.
The in-code comment is unusually candid about why: **"This is a
deliberate deviation from retail... Validated against retail debugger
@@ -621,10 +620,11 @@ was shipped SAME-DAY as (and BECAUSE) the retail-faithful
§2 above — also dated 2026-04-30, tagged "L.4") still wedged in testing
when tried without this shortcut.
-### Retail: NO steepness branch at the BSP layer (FACT, pseudo-C:323740-323783, `0053a730` region)
+### Retail: NO steepness branch in either Path-6 sphere response (FACT, `0053a730` region)
Read directly from the named decomp (the `sphere_intersects_poly` /
-`set_collide` dispatch inside `BSPTREE::find_collisions`'s default path):
+`set_collide` dispatch for the primary/foot sphere inside
+`BSPTREE::find_collisions`'s default path):
```
if (sphere_intersects_poly(...) || eax_26 != 0) {
@@ -635,11 +635,21 @@ if (sphere_intersects_poly(...) || eax_26 != 0) {
}
```
-**There is no steepness test here at all.** Retail's BSP layer calls
-`set_collide` and returns `ADJUSTED_TS` **unconditionally**, for a steep
-roof exactly the same as a shallow ramp. `walkable_allowance` is always
-set to `LandingZ` (the permissive landing threshold) at this layer,
-regardless of the actual polygon slope. This directly confirms the P2
+**There is no steepness test in this foot branch.** It calls `set_collide`
+and returns `ADJUSTED_TS` for a steep roof exactly as for a shallow ramp.
+`walkable_allowance` is always set to `LandingZ` (the permissive landing
+threshold), regardless of polygon slope. If the foot is clear but the
+secondary/head sphere hits, retail instead performs the other slope-agnostic
+response:
+
+```
+localtoglobalvec(sphere_path.localspace_pos, &normal, &head_poly->plane.N);
+COLLISIONINFO::set_collision_normal(&collision_info, &normal);
+return 2; // COLLIDED_TS
+```
+
+The head branch neither calls `set_collide` nor returns `ADJUSTED_TS`.
+Neither sphere response has a steepness branch. This directly confirms the P2
plan's description and the digest's #137-mechanism-2 finding
(`memory/project_physics_collision_digest.md:1008-1014`): **retail's
BSP/sphere collision layer never writes `collision_info.sliding_normal`
@@ -653,16 +663,13 @@ domain, §2 above).
### TS-4 port shape (COMPLETED 2026-07-31)
-Delete both `if (worldNormal{0,1}.Z < PhysicsGlobals.FloorZ) { ... return
-TransitionState.Slid; }` blocks (`BSPQuery.cs:2200-2215` and
-`:2240-2255`) entirely. Both sphere0 and sphere1 hits should fall straight
-through to the existing `path.SetCollide(worldNormal); path.WalkableAllowance
-= PhysicsGlobals.LandingZ; return TransitionState.Adjusted;` — i.e., make
-Path-6 do EXACTLY what its own shallow branch already does, for every
-hit, matching retail's unconditional `set_collide`. This mechanically
-retires both `SetSlidingNormal` write sites (satisfying DO-NOT-RETRY §0
-item 1 permanently — deleted, not just avoided) with no replacement logic
-needed at this layer.
+Delete the primary/foot steep shortcut in both representations. Every foot
+hit must call `SetCollide`, set `WalkableAllowance=LandingZ`, and return
+`Adjusted`. Preserve the parsed-graph head branch corrected by #116, and
+replace the prepared-flat head steep/shallow split with the same unconditional
+`SetCollisionNormal` + `Collided` response. No Path-6 branch writes a sliding
+normal. This is the exact retail foot/head split, not a shared fallback to the
+foot behavior.
### Port-order coupling with TS-1 (historical guard, now satisfied)
@@ -1202,17 +1209,35 @@ representations by raw bits and pin every mutated and preserved field:
- both: a pre-existing sliding normal is preserved byte-for-byte.
The failed first removal was a test-harness lesson, not a retail exception.
-Its gravity-only replay always passed `isOnGround:false` and discarded each
-accepted result's Contact/OnWalkable bits, making the nested edge/StepDown
-chain impossible to exercise on the next frame. The replacement replay uses
-the same retained `PhysicsBody` chronology as production. Parsed graph and
-prepared flat now match by raw result/body bits for vertical roof descent,
-downhill input, uphill pressure (including a no-launch/no-bounce assertion),
-tangential roof travel, inward-plus-tangent wall travel, and flat-roof ledge
-rejection. Every trace asserts finite bounded motion and signed-plane non-
-penetration. The former #116 D4 control is active: its primary-sphere hit
-hard-stops frame one through SetCollide, then the accepted persistent normal
-permits the downward slide on frame two.
+Its gravity-only replay always passed `isOnGround:false`, manually zeroed
+vertical velocity, and only copied part of the accepted contact state, so it
+could not reproduce the live caller's next-frame chronology. The replacement
+`Ts4ProductionQuantumConformanceTests` replay executes each already-airborne,
+zero-root-motion 30 Hz Core collision quantum in the production order:
+`calc_acceleration`, `UpdatePhysicsInternal`,
+`ResolveWithTransition`, exact body/cell commit, then
+`PhysicsObjUpdate.CommitSetPositionTransition` (the Core owner of retail's
+Contact/OnWalkable replacement plus `handle_all_collisions`). It carries the
+same body, cell, contact plane, walkable plane, sliding state, stationary-fall
+counter, cached velocity, and transient flags for all 90 ticks. PositionManager
+root composition, animation hooks, movement callbacks, and fresh-airborne
+`LeaveGround`/`HitGround` edges are deliberately outside this already-airborne
+dat-free fixture; it does not claim to replay those presentation/motion stages.
+
+Parsed graph and prepared flat match by raw result/body bits for vertical,
+inward, tangential, and downhill roof motion plus a genuine positive-Z uphill
+jump. The foot-contact jump's apex precedes roof contact and every later
+candidate velocity remains non-positive in Z. A separate elevated head-only
+collision reaches the wall while Z velocity is still positive and pins the
+valid-normal, inward-dot retail 5%-elastic reflection without adding vertical
+velocity. Every direction rejects a half-second fixed point and signed-plane
+penetration, while exact terminal velocity, Contact/OnWalkable/Sliding bits,
+sliding normal, and contact plane are fixed by raw float bits. The older
+resolver-only wedge capture remains a deliberately weaker historical control
+and is restored to its original three-second bound. The former #116 D4
+control remains active: its primary-sphere hit hard-stops frame one through
+SetCollide, then the accepted persistent normal permits the downward slide on
+frame two.
The complete historical #273/#271/#269/#265/#185/#137/#116/cellar/roof
matrix and the full Core Release suite pass without a replacement
diff --git a/tests/AcDream.Core.Tests/Physics/Ts4ProductionQuantumConformanceTests.cs b/tests/AcDream.Core.Tests/Physics/Ts4ProductionQuantumConformanceTests.cs
new file mode 100644
index 00000000..783d24a2
--- /dev/null
+++ b/tests/AcDream.Core.Tests/Physics/Ts4ProductionQuantumConformanceTests.cs
@@ -0,0 +1,695 @@
+using System.Collections.Generic;
+using System.Collections.Immutable;
+using System.Numerics;
+using System.Text;
+using AcDream.Core.Physics;
+using DatReaderWriter.Enums;
+using DatReaderWriter.Types;
+using Xunit;
+using Xunit.Abstractions;
+
+namespace AcDream.Core.Tests.Physics;
+
+///
+/// Production-quantum acceptance for retail Path 6. Unlike the historical
+/// bare-resolver fixture, every frame executes the already-airborne,
+/// zero-root-motion Core collision tail used by PlayerMovementController:
+/// acceleration, PhysicsBody integration, sweep, complete position/contact
+/// commit, and handle_all_collisions.
+///
+public sealed class Ts4ProductionQuantumConformanceTests
+{
+ private const uint Cell = 0xA9B40001u;
+ private const uint GfxId = 0x0100E1B0u;
+ private const float Dt = 1f / 30f;
+ private const float Radius = 0.48f;
+ private const int TickCount = 90;
+ private const ushort RoofPolygonId = 1;
+
+ private static readonly ImmutableArray HumanSpheres =
+ ImmutableArray.Create(
+ new FlatCollisionSphere(new Vector3(0f, 0f, 0.475f), Radius),
+ new FlatCollisionSphere(new Vector3(0f, 0f, 1.350f), Radius));
+
+ private readonly ITestOutputHelper _output;
+
+ public Ts4ProductionQuantumConformanceTests(ITestOutputHelper output) =>
+ _output = output;
+
+ [Theory]
+ [InlineData("vertical", 0f, 0f, 0f, 0xC18415BEu, 0x00000000u, 0xC201B112u, 0x00000000u, 0x00000000u, 0xC1EB3325u)]
+ [InlineData("inward", 0.5366564f, 0f, -0.2683282f, 0xC18464EAu, 0x00000000u, 0xC202003Eu, 0x3F096250u, 0x00000000u, 0xC1ED58AEu)]
+ [InlineData("tangent", 0f, 0.30f, 0f, 0xC18415BEu, 0x3F63F3DBu, 0xC201B112u, 0x00000000u, 0x3E99999Au, 0xC1EB3325u)]
+ [InlineData("downhill", -0.2683282f, 0f, -0.5366564f, 0xC18A74DBu, 0x00000000u, 0xC208102Fu, 0xBE896250u, 0x00000000u, 0xC1EF7E37u)]
+ public void RoofDirections_ProductionQuantum_GraphFlatExactAndNeverWedge(
+ string direction,
+ float velocityX,
+ float velocityY,
+ float velocityZ,
+ uint terminalPositionXBits,
+ uint terminalPositionYBits,
+ uint terminalPositionZBits,
+ uint terminalVelocityXBits,
+ uint terminalVelocityYBits,
+ uint terminalVelocityZBits)
+ {
+ var initialPosition = new Vector3(0.5f, 0f, 3f);
+ var initialVelocity = new Vector3(velocityX, velocityY, velocityZ);
+ QuantumTrace graph = RunTrace(
+ preparedFlat: false,
+ initialPosition,
+ initialVelocity,
+ TickCount);
+ QuantumTrace flat = RunTrace(
+ preparedFlat: true,
+ initialPosition,
+ initialVelocity,
+ TickCount);
+
+ AssertTraceExact(graph, flat);
+ AssertNoSteepSurfaceFixedPoint(graph, direction);
+ AssertNoSlopePenetration(graph, direction);
+ Assert.True(graph.FirstContactTick >= 0,
+ $"{direction} never contacted the authored steep roof.");
+ AssertCollisionResponseExact(graph.Frames[graph.FirstContactTick]);
+ AssertTerminalStateExact(
+ graph,
+ terminalPositionXBits,
+ terminalPositionYBits,
+ terminalPositionZBits,
+ terminalVelocityXBits,
+ terminalVelocityYBits,
+ terminalVelocityZBits);
+
+ _output.WriteLine(
+ $"{direction}: peak={graph.PeakZ:R}, contactTick={graph.FirstContactTick}, " +
+ $"terminalPos={graph.Frames[^1].Position}, " +
+ $"terminalVelocity={graph.Frames[^1].Velocity}, " +
+ $"terminalFlags={graph.Frames[^1].TransientState}, " +
+ $"terminalSliding={graph.Frames[^1].SlidingNormal}");
+ }
+
+ [Fact]
+ public void UphillPositiveZJump_ProductionQuantum_GraphFlatExactWithoutLaunch()
+ {
+ // Positive-Z jump whose +X component points into/up the authored roof.
+ // Its authored separation keeps the real apex before Path-6 contact,
+ // then exercises SetCollide -> SetPositionInternal ->
+ // handle_all_collisions without manufacturing a second launch.
+ Vector3 initialPosition = new(-0.20f, 0f, 0.422f);
+ Vector3 initialVelocity = new(0.4472136f, 0f, 0.8944272f);
+ QuantumTrace graph = RunTrace(
+ preparedFlat: false,
+ initialPosition,
+ initialVelocity,
+ TickCount);
+ QuantumTrace flat = RunTrace(
+ preparedFlat: true,
+ initialPosition,
+ initialVelocity,
+ TickCount);
+
+ AssertTraceExact(graph, flat);
+ Assert.True(graph.FirstContactTick >= 0,
+ $"The uphill jump never hit the roof; peak={graph.PeakZ:R}, " +
+ $"terminal={graph.Frames[^1].Position}, " +
+ $"collisionTick={graph.Frames.FindIndex(frame => frame.CollisionNormalValid)}.");
+ AssertNoSteepSurfaceFixedPoint(graph, "uphill-jump");
+ AssertNoSlopePenetration(graph, "uphill-jump");
+
+ QuantumFrame hit = graph.Frames[graph.FirstContactTick];
+ int peakFrame = graph.Frames.FindIndex(frame => frame.Position.Z == graph.PeakZ);
+ Assert.InRange(peakFrame, 1, graph.FirstContactTick - 1);
+ Assert.True(hit.CandidateVelocity.Z < 0f,
+ $"The jump must contact after its real apex: {hit.CandidateVelocity}.");
+ Assert.All(
+ graph.Frames.GetRange(
+ graph.FirstContactTick,
+ graph.Frames.Count - graph.FirstContactTick),
+ frame => Assert.True(frame.CandidateVelocity.Z <= 0f,
+ $"The foot-contact path created an upward relaunch at frame " +
+ $"{frame.Tick}: {frame.CandidateVelocity}."));
+ float postHitPeak = graph.Frames
+ .GetRange(graph.FirstContactTick, graph.Frames.Count - graph.FirstContactTick)
+ .Max(frame => frame.Position.Z);
+ Assert.True(postHitPeak <= graph.PeakZ + 0.001f,
+ $"The collision created a second launch: firstPeak={graph.PeakZ:R}, " +
+ $"postHitPeak={postHitPeak:R}.");
+ AssertCollisionResponseExact(hit);
+ Assert.Equal(0x3EECC54Bu, BitConverter.SingleToUInt32Bits(graph.PeakZ));
+ Assert.Equal(6, graph.FirstContactTick);
+ AssertTerminalStateExact(
+ graph,
+ 0xC18334B2u,
+ 0x00000000u,
+ 0xC200D006u,
+ 0x3EE4F92Eu,
+ 0x00000000u,
+ 0xC1E40B5Du);
+
+ _output.WriteLine(
+ $"uphill-jump: peak={graph.PeakZ:R}, contactTick={graph.FirstContactTick}, " +
+ $"hitCandidateVelocity={hit.CandidateVelocity}, " +
+ $"hitPreResponseVelocity={hit.PreResponseVelocity}, " +
+ $"hitVelocity={hit.Velocity}, " +
+ $"terminalPos={graph.Frames[^1].Position}, " +
+ $"terminalVelocity={graph.Frames[^1].Velocity}, " +
+ $"terminalFlags={graph.Frames[^1].TransientState}, " +
+ $"terminalSliding={graph.Frames[^1].SlidingNormal}");
+ }
+
+ [Fact]
+ public void PositiveZJump_HeadOnlyCollision_UsesExactRetailElasticReflection()
+ {
+ var fixture = ElevatedHeadWall();
+ Vector3 initialPosition = new(-0.60f, 0f, 0f);
+ Vector3 initialVelocity = new(2f, 0f, 2f);
+ QuantumTrace graph = RunTrace(
+ preparedFlat: false,
+ initialPosition,
+ initialVelocity,
+ ticks: 12,
+ fixture);
+ QuantumTrace flat = RunTrace(
+ preparedFlat: true,
+ initialPosition,
+ initialVelocity,
+ ticks: 12,
+ fixture);
+
+ AssertTraceExact(graph, flat);
+ int hitIndex = graph.Frames.FindIndex(frame => frame.CollisionNormalValid);
+ Assert.InRange(hitIndex, 0, graph.Frames.Count - 1);
+ QuantumFrame hit = graph.Frames[hitIndex];
+ Assert.True(hit.CandidateVelocity.Z > 0f,
+ $"The head-only collision did not occur during positive-Z travel: {hit.CandidateVelocity}.");
+ Assert.True(Vector3.Dot(hit.PreResponseVelocity, hit.CollisionNormal) < 0f,
+ $"The fixture did not exercise the inward reflection branch: " +
+ $"v={hit.PreResponseVelocity}, n={hit.CollisionNormal}.");
+ AssertCollisionResponseExact(hit);
+ AssertFloatBits(hit.PreResponseVelocity.Z, hit.Velocity.Z);
+ Assert.True(hit.Velocity.X < 0f,
+ $"The 5%-elastic retail reflection did not reverse the inward component: {hit.Velocity}.");
+
+ for (int i = hitIndex + 1; i < graph.Frames.Count; i++)
+ {
+ Assert.True(graph.Frames[i].CandidateVelocity.Z
+ < graph.Frames[i - 1].CandidateVelocity.Z,
+ $"The head collision manufactured a later vertical launch at frame {i}.");
+ }
+ }
+
+ private static QuantumTrace RunTrace(
+ bool preparedFlat,
+ Vector3 initialPosition,
+ Vector3 initialVelocity,
+ int ticks) =>
+ RunTrace(preparedFlat, initialPosition, initialVelocity, ticks, WideSteepRoof());
+
+ private static QuantumTrace RunTrace(
+ bool preparedFlat,
+ Vector3 initialPosition,
+ Vector3 initialVelocity,
+ int ticks,
+ (PhysicsBSPNode Root, Dictionary Resolved) fixture)
+ {
+ PhysicsEngine engine = BuildEngine(fixture, preparedFlat);
+ var body = new PhysicsBody
+ {
+ Position = initialPosition,
+ Orientation = Quaternion.Identity,
+ Velocity = initialVelocity,
+ State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
+ TransientState = TransientStateFlags.Active,
+ };
+ body.SnapToCell(Cell, initialPosition, initialPosition);
+
+ var frames = new List(ticks);
+ float peakZ = body.Position.Z;
+ int firstContactTick = -1;
+ uint cell = Cell;
+ for (int tick = 0; tick < ticks; tick++)
+ {
+ Vector3 preIntegratePosition = body.Position;
+
+ body.calc_acceleration();
+ body.UpdatePhysicsInternal(Dt);
+
+ Vector3 candidatePosition = body.Position;
+ Vector3 candidateVelocity = body.Velocity;
+ bool candidateMoved = candidatePosition != preIntegratePosition;
+ bool onGroundBeforeResolve = body.OnWalkable;
+ ResolveResult result = engine.ResolveWithTransition(
+ preIntegratePosition,
+ candidatePosition,
+ cell,
+ Radius,
+ sphereHeight: 1.835f,
+ stepUpHeight: 0.4f,
+ stepDownHeight: 0.4f,
+ isOnGround: onGroundBeforeResolve,
+ body,
+ ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
+ movingEntityId: 0x01000000u,
+ sphereList: HumanSpheres,
+ sphereScale: 1f);
+
+ Vector3 preResponseVelocity = body.Velocity;
+ int preResponseStationaryFall = body.FramesStationaryFall;
+
+ // Production captures these after ResolveWithTransition has
+ // published plane/sliding/fsf state but before SetPositionInternal
+ // replaces Contact/OnWalkable. Resolve never mutates these two bits.
+ bool previousContact = body.InContact;
+ bool previousOnWalkable = body.OnWalkable;
+
+ body.CachedVelocity = candidateMoved
+ ? (result.Position - preIntegratePosition) / Dt
+ : Vector3.Zero;
+ body.CommitTransitionPosition(result.CellId, result.Position);
+ cell = result.CellId;
+
+ bool commitApplied = result.Ok && candidateMoved;
+ if (commitApplied)
+ {
+ PhysicsObjUpdate.CommitSetPositionTransition(
+ body,
+ result.InContact,
+ result.OnWalkable,
+ result.CollisionNormalValid,
+ result.CollisionNormal,
+ previousContact,
+ previousOnWalkable);
+ }
+
+ peakZ = MathF.Max(peakZ, body.Position.Z);
+ if (firstContactTick < 0 && result.InContact)
+ firstContactTick = tick;
+ frames.Add(CaptureFrame(
+ tick,
+ candidatePosition,
+ candidateVelocity,
+ preResponseVelocity,
+ preResponseStationaryFall,
+ previousOnWalkable,
+ candidateMoved,
+ commitApplied,
+ result,
+ body));
+ }
+
+ return new QuantumTrace(frames, peakZ, firstContactTick);
+ }
+
+ private static (
+ PhysicsBSPNode Root,
+ Dictionary Resolved) WideSteepRoof()
+ {
+ Vector3[] vertices =
+ [
+ new(-64f, -64f, -128f),
+ new( 64f, -64f, 128f),
+ new( 64f, 64f, 128f),
+ new(-64f, 64f, -128f),
+ ];
+ Vector3 normal = Vector3.Normalize(
+ Vector3.Cross(vertices[1] - vertices[0], vertices[3] - vertices[0]));
+ if (normal.X > 0f)
+ normal = -normal;
+ float d = -Vector3.Dot(normal, vertices[0]);
+
+ var root = new PhysicsBSPNode
+ {
+ Type = BSPNodeType.Leaf,
+ BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 192f },
+ };
+ root.Polygons.Add(RoofPolygonId);
+ return (root, new Dictionary
+ {
+ [RoofPolygonId] = new ResolvedPolygon
+ {
+ Id = RoofPolygonId,
+ Vertices = vertices,
+ Plane = new Plane(normal, d),
+ NumPoints = vertices.Length,
+ SidesType = CullMode.None,
+ },
+ });
+ }
+
+ private static (
+ PhysicsBSPNode Root,
+ Dictionary Resolved) ElevatedHeadWall()
+ {
+ Vector3[] vertices =
+ [
+ new(0f, 64f, 1.10f),
+ new(0f, -64f, 1.10f),
+ new(0f, -64f, 64.00f),
+ new(0f, 64f, 64.00f),
+ ];
+ var plane = new Plane(-Vector3.UnitX, 0f);
+ var root = new PhysicsBSPNode
+ {
+ Type = BSPNodeType.Leaf,
+ BoundingSphere = new Sphere
+ {
+ Origin = new Vector3(0f, 0f, 32f),
+ Radius = 96f,
+ },
+ };
+ root.Polygons.Add(RoofPolygonId);
+ return (root, new Dictionary
+ {
+ [RoofPolygonId] = new ResolvedPolygon
+ {
+ Id = RoofPolygonId,
+ Vertices = vertices,
+ Plane = plane,
+ NumPoints = vertices.Length,
+ SidesType = CullMode.None,
+ },
+ });
+ }
+
+ private static PhysicsEngine BuildEngine(
+ (PhysicsBSPNode Root, Dictionary Resolved) fixture,
+ bool preparedFlat)
+ {
+ var normalized = new Dictionary(fixture.Resolved.Count);
+ foreach ((ushort id, ResolvedPolygon polygon) in fixture.Resolved)
+ {
+ normalized.Add(id, new ResolvedPolygon
+ {
+ Id = id,
+ Vertices = polygon.Vertices,
+ Plane = polygon.Plane,
+ NumPoints = polygon.NumPoints,
+ SidesType = polygon.SidesType,
+ });
+ }
+
+ var physics = new GfxObjPhysics
+ {
+ SourceId = GfxId,
+ BSP = new PhysicsBSPTree { Root = fixture.Root },
+ Resolved = normalized,
+ BoundingSphere = fixture.Root.BoundingSphere,
+ };
+ var cache = new PhysicsDataCache();
+ if (preparedFlat)
+ {
+ cache.CollisionTraversalMode = CollisionTraversalMode.Flat;
+ cache.CacheGfxObj(GfxId, FlatCollisionAssetBuilder.FlattenGfxObj(physics));
+ }
+ else
+ {
+ cache.RegisterGfxObjForTest(GfxId, physics);
+ }
+
+ var heights = new byte[81];
+ var heightTable = new float[256];
+ Array.Fill(heightTable, -1000f);
+ var engine = new PhysicsEngine { DataCache = cache };
+ engine.AddLandblock(
+ 0xA9B40000u,
+ new TerrainSurface(heights, heightTable),
+ Array.Empty(),
+ Array.Empty(),
+ 0f,
+ 0f);
+ engine.ShadowObjects.Register(
+ GfxId,
+ GfxId,
+ Vector3.Zero,
+ Quaternion.Identity,
+ fixture.Root.BoundingSphere.Radius,
+ 0f,
+ 0f,
+ 0xA9B4FFFFu,
+ ShadowCollisionType.BSP,
+ 1f);
+ return engine;
+ }
+
+ private static void AssertTraceExact(QuantumTrace graph, QuantumTrace flat)
+ {
+ Assert.Equal(graph.PeakZ, flat.PeakZ);
+ Assert.Equal(graph.FirstContactTick, flat.FirstContactTick);
+ Assert.Equal(graph.Frames.Count, flat.Frames.Count);
+ for (int i = 0; i < graph.Frames.Count; i++)
+ Assert.Equal(graph.Frames[i].Bits, flat.Frames[i].Bits);
+ }
+
+ private static void AssertNoSteepSurfaceFixedPoint(
+ QuantumTrace trace,
+ string direction)
+ {
+ int frozenStreak = 0;
+ for (int i = 1; i < trace.Frames.Count; i++)
+ {
+ QuantumFrame previous = trace.Frames[i - 1];
+ QuantumFrame current = trace.Frames[i];
+ bool onSlope = IsOverSlope(current.Position)
+ && current.ContactPlaneValid
+ && current.ContactPlane.Normal.Z < PhysicsGlobals.FloorZ;
+ frozenStreak = onSlope
+ && Vector3.Distance(previous.Position, current.Position) < 0.001f
+ ? frozenStreak + 1
+ : 0;
+ Assert.True(frozenStreak <= 15,
+ $"{direction} fixed on the steep roof for {frozenStreak} ticks at " +
+ $"frame {i}, position={current.Position}.");
+ }
+ }
+
+ private static void AssertNoSlopePenetration(QuantumTrace trace, string direction)
+ {
+ Plane slope = WideSteepRoof().Resolved[RoofPolygonId].Plane;
+ for (int i = 0; i < trace.Frames.Count; i++)
+ {
+ QuantumFrame frame = trace.Frames[i];
+ Assert.True(float.IsFinite(frame.Position.X)
+ && float.IsFinite(frame.Position.Y)
+ && float.IsFinite(frame.Position.Z),
+ $"{direction} produced a non-finite position at frame {i}: {frame.Position}.");
+ if (!IsOverSlope(frame.Position))
+ continue;
+
+ Vector3 footCenter = frame.Position + HumanSpheres[0].Origin;
+ float signedDistance = Vector3.Dot(slope.Normal, footCenter) + slope.D;
+ Assert.True(signedDistance >= Radius - 0.015f,
+ $"{direction} penetrated the roof at frame {i}: " +
+ $"distance={signedDistance:R}, position={frame.Position}.");
+ }
+ }
+
+ private static bool IsOverSlope(Vector3 position) =>
+ position.X is >= -64f and <= 64f && MathF.Abs(position.Y) <= 64f;
+
+ private static void AssertCollisionResponseExact(QuantumFrame hit)
+ {
+ Assert.True(hit.ResultOk,
+ $"Frame {hit.Tick} reported contact without an accepted transition.");
+ Assert.True(hit.CandidateMoved,
+ $"Frame {hit.Tick} reported contact without a moving candidate.");
+ Assert.True(hit.CommitApplied,
+ $"Frame {hit.Tick} did not execute the production commit/response gate.");
+
+ Vector3 expected = hit.PreResponseVelocity;
+ bool shouldReflect = !hit.PreviousOnWalkable || !hit.BodyOnWalkable;
+ if (hit.PreResponseStationaryFall > 1)
+ {
+ expected = Vector3.Zero;
+ }
+ else if (shouldReflect && hit.CollisionNormalValid)
+ {
+ float dot = Vector3.Dot(expected, hit.CollisionNormal);
+ if (dot < 0f)
+ expected += hit.CollisionNormal * (-(dot * 1.05f));
+ }
+
+ AssertVectorBits(expected, hit.Velocity);
+ }
+
+ private static void AssertTerminalStateExact(
+ QuantumTrace trace,
+ uint positionXBits,
+ uint positionYBits,
+ uint positionZBits,
+ uint velocityXBits,
+ uint velocityYBits,
+ uint velocityZBits)
+ {
+ QuantumFrame terminal = trace.Frames[^1];
+ Assert.Equal(positionXBits, BitConverter.SingleToUInt32Bits(terminal.Position.X));
+ Assert.Equal(positionYBits, BitConverter.SingleToUInt32Bits(terminal.Position.Y));
+ Assert.Equal(positionZBits, BitConverter.SingleToUInt32Bits(terminal.Position.Z));
+ Assert.Equal(velocityXBits, BitConverter.SingleToUInt32Bits(terminal.Velocity.X));
+ Assert.Equal(velocityYBits, BitConverter.SingleToUInt32Bits(terminal.Velocity.Y));
+ Assert.Equal(velocityZBits, BitConverter.SingleToUInt32Bits(terminal.Velocity.Z));
+ Assert.Equal(TransientStateFlags.Active | TransientStateFlags.Contact,
+ terminal.TransientState);
+ Assert.True(terminal.BodyInContact);
+ Assert.False(terminal.BodyOnWalkable);
+ Assert.False(terminal.BodySliding);
+ Assert.Equal(Vector3.Zero, terminal.SlidingNormal);
+ Assert.False(terminal.CollisionNormalValid);
+ Assert.True(terminal.ContactPlaneValid);
+
+ Assert.Equal(0xBF64F92Fu,
+ BitConverter.SingleToUInt32Bits(terminal.ContactPlane.Normal.X));
+ Assert.Equal(0x00000000u,
+ BitConverter.SingleToUInt32Bits(terminal.ContactPlane.Normal.Y));
+ Assert.Equal(0x3EE4F92Fu,
+ BitConverter.SingleToUInt32Bits(terminal.ContactPlane.Normal.Z));
+ Assert.Equal(0x80000000u,
+ BitConverter.SingleToUInt32Bits(terminal.ContactPlane.D));
+ }
+
+ private static QuantumFrame CaptureFrame(
+ int tick,
+ Vector3 candidatePosition,
+ Vector3 candidateVelocity,
+ Vector3 preResponseVelocity,
+ int preResponseStationaryFall,
+ bool previousOnWalkable,
+ bool candidateMoved,
+ bool commitApplied,
+ ResolveResult result,
+ PhysicsBody body)
+ {
+ var bits = new StringBuilder(768);
+ Append(bits, tick);
+ Append(bits, candidatePosition);
+ Append(bits, candidateVelocity);
+ Append(bits, preResponseVelocity);
+ Append(bits, preResponseStationaryFall);
+ Append(bits, candidateMoved);
+ Append(bits, commitApplied);
+ Append(bits, result.Position);
+ Append(bits, result.CellId);
+ Append(bits, result.IsOnGround);
+ Append(bits, result.CollisionNormalValid);
+ Append(bits, result.CollisionNormal);
+ Append(bits, result.Ok);
+ Append(bits, result.Orientation);
+ Append(bits, result.InContact);
+ Append(bits, result.OnWalkable);
+ Append(bits, body.Position);
+ Append(bits, body.CellPosition.ObjCellId);
+ Append(bits, body.CellPosition.Frame.Origin);
+ Append(bits, body.CellPosition.Frame.Orientation);
+ Append(bits, body.Velocity);
+ Append(bits, body.CachedVelocity);
+ Append(bits, body.Acceleration);
+ Append(bits, body.GroundNormal);
+ Append(bits, body.SlidingNormal);
+ Append(bits, body.ContactPlaneValid);
+ Append(bits, body.ContactPlane);
+ Append(bits, body.ContactPlaneCellId);
+ Append(bits, body.ContactPlaneIsWater);
+ Append(bits, body.WalkablePolygonValid);
+ Append(bits, body.WalkablePlane);
+ Append(bits, body.WalkableUp);
+ Append(bits, body.FramesStationaryFall);
+ Append(bits, (uint)body.State);
+ Append(bits, (uint)body.TransientState);
+
+ return new QuantumFrame(
+ tick,
+ candidatePosition,
+ candidateVelocity,
+ preResponseVelocity,
+ preResponseStationaryFall,
+ candidateMoved,
+ result.Ok,
+ commitApplied,
+ body.Position,
+ body.Velocity,
+ body.TransientState,
+ body.InContact,
+ body.OnWalkable,
+ (body.TransientState & TransientStateFlags.Sliding) != 0,
+ body.SlidingNormal,
+ result.CollisionNormalValid,
+ result.CollisionNormal,
+ previousOnWalkable,
+ body.ContactPlaneValid,
+ body.ContactPlane,
+ bits.ToString());
+ }
+
+ private static void Append(StringBuilder target, bool value) =>
+ target.Append(value ? "1|" : "0|");
+
+ private static void Append(StringBuilder target, int value) =>
+ target.Append(value).Append('|');
+
+ private static void Append(StringBuilder target, uint value) =>
+ target.Append(value.ToString("X8")).Append('|');
+
+ private static void Append(StringBuilder target, float value) =>
+ Append(target, BitConverter.SingleToUInt32Bits(value));
+
+ private static void Append(StringBuilder target, Vector3 value)
+ {
+ Append(target, value.X);
+ Append(target, value.Y);
+ Append(target, value.Z);
+ }
+
+ private static void Append(StringBuilder target, Quaternion value)
+ {
+ Append(target, value.X);
+ Append(target, value.Y);
+ Append(target, value.Z);
+ Append(target, value.W);
+ }
+
+ private static void Append(StringBuilder target, Plane value)
+ {
+ Append(target, value.Normal);
+ Append(target, value.D);
+ }
+
+ private static void AssertFloatBits(float expected, float actual) =>
+ Assert.Equal(
+ BitConverter.SingleToUInt32Bits(expected),
+ BitConverter.SingleToUInt32Bits(actual));
+
+ private static void AssertVectorBits(Vector3 expected, Vector3 actual)
+ {
+ AssertFloatBits(expected.X, actual.X);
+ AssertFloatBits(expected.Y, actual.Y);
+ AssertFloatBits(expected.Z, actual.Z);
+ }
+
+ private sealed record QuantumTrace(
+ List Frames,
+ float PeakZ,
+ int FirstContactTick);
+
+ private sealed record QuantumFrame(
+ int Tick,
+ Vector3 CandidatePosition,
+ Vector3 CandidateVelocity,
+ Vector3 PreResponseVelocity,
+ int PreResponseStationaryFall,
+ bool CandidateMoved,
+ bool ResultOk,
+ bool CommitApplied,
+ Vector3 Position,
+ Vector3 Velocity,
+ TransientStateFlags TransientState,
+ bool BodyInContact,
+ bool BodyOnWalkable,
+ bool BodySliding,
+ Vector3 SlidingNormal,
+ bool CollisionNormalValid,
+ Vector3 CollisionNormal,
+ bool PreviousOnWalkable,
+ bool ContactPlaneValid,
+ Plane ContactPlane,
+ string Bits);
+}
diff --git a/tests/AcDream.Core.Tests/Physics/Ts4SteepRoofWedgeCaptureTests.cs b/tests/AcDream.Core.Tests/Physics/Ts4SteepRoofWedgeCaptureTests.cs
index 3dcf6c22..3d5959a0 100644
--- a/tests/AcDream.Core.Tests/Physics/Ts4SteepRoofWedgeCaptureTests.cs
+++ b/tests/AcDream.Core.Tests/Physics/Ts4SteepRoofWedgeCaptureTests.cs
@@ -6,13 +6,10 @@ using Xunit.Abstractions;
namespace AcDream.Core.Tests.Physics;
///
-/// Campaign P Slice 2B's production-shaped steep-roof control. It carries
-/// contact state between 30 Hz resolves exactly as the live PhysicsBody path
-/// does, so the nested edge/StepDown dispatcher can turn a vertical landing
-/// into retail's downhill response instead of the old under-modeled fixed
-/// point. The paired graph/flat direction matrix in
-/// covers vertical, inward,
-/// tangential, uphill, downhill, wall, roof, and ledge histories.
+/// Historical resolver-only steep-roof control retained for the original
+/// half-second wedge signature. The authoritative production chronology and
+/// graph/flat direction matrix live in
+/// .
///
public class Ts4SteepRoofWedgeCaptureTests
{
@@ -21,7 +18,7 @@ public class Ts4SteepRoofWedgeCaptureTests
private const uint CellId = 0xA9B40001u;
private const int TicksPerSecond = 30; // #32 L.5 retail physics tick rate
- private const int MaxTicks = 6 * TicksPerSecond;
+ private const int MaxTicks = 3 * TicksPerSecond;
private const int WedgeTickThreshold = 15; // 0.5 s of zero motion == wedged
private const float WedgeEpsilon = 0.001f; // 1 mm
@@ -74,12 +71,12 @@ public class Ts4SteepRoofWedgeCaptureTests
///
/// Falls a player-flagged mover from directly above the slope and carries
- /// each frame's contact state into the next frame, matching the production
- /// PhysicsBody path. The exact edge/step-down chain must move the body
- /// downhill and onto the reference floor without a half-second wedge.
+ /// resolver contact bits between frames. Within the original three-second
+ /// capture window it must keep making downhill progress and never enter
+ /// the reported half-second fixed point.
///
[Fact]
- public void FallOntoSteepSlope_PureVertical_NeverWedgesAndReachesFloor()
+ public void FallOntoSteepSlope_PureVertical_NeverWedgesWithinThreeSeconds()
{
var engine = MakeSlopeEngine();
float r = BSPStepUpFixtures.SphereRadius;
@@ -97,8 +94,8 @@ public class Ts4SteepRoofWedgeCaptureTests
float fallVelocityZ = 0f;
uint cell = CellId;
+ Vector3 start = pos;
int frozenStreak = 0;
- bool reachedFloor = false;
for (int tick = 0; tick < MaxTicks; tick++)
{
@@ -148,15 +145,10 @@ public class Ts4SteepRoofWedgeCaptureTests
Assert.True(frozenStreak <= WedgeTickThreshold,
$"Body froze for {frozenStreak} ticks at {pos}.");
- if (pos.X < 0f && pos.Z <= r + 0.05f)
- {
- reachedFloor = true;
- break;
- }
}
- Assert.True(reachedFloor,
- $"The production-shaped vertical trace did not reach the floor within " +
- $"{MaxTicks} ticks; final=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}).");
+ Assert.True(pos.X < start.X - 0.10f,
+ $"The resolver-only trace made no downhill progress within " +
+ $"{MaxTicks} ticks; start={start}, final={pos}.");
}
}