fix(physics): Task 3 follow-up — obstruction_ethereal consume for Cylinder+Sphere shapes
Retail oracle greps confirmed: - CSphere::intersects_sphere @ 0x00537ae4 (pc:321692): the ethereal branch is `void __thiscall` — all paths return void (no COLLIDED). The function performs a proximity check only; no blocking result is produced. - CCylSphere::intersects_sphere @ 0x0053b4a0 (pc:324573): same void-return pattern — ethereal branch calls collides_with_sphere (check only, no slide), all returns are void = passable. Change: added `if (sp.ObstructionEthereal) return TransitionState.OK` at the top of SphereCollision and CylinderCollision in TransitionTypes.cs, mirroring the void-return semantics of both retail functions. The existing per-object clear at pc:276989 (line 2837) still fires after the early OK return. Before this fix: an ethereal-alone NPC/ghost with a Cylinder or Sphere shadow shape would BLOCK the player (regression introduced when Task 3 made ETHEREAL- alone fall through ShouldSkip instead of instant-skipping). After: all three shape types — BSP (via BSPQuery Path 1), Sphere, and Cylinder — correctly pass through when obstruction_ethereal is set. Tests: added 4 tests to ObstructionEtherealTests.cs verifying: - Ethereal Cylinder → passable (sweep passes through, no CollisionNormalValid) - Ethereal Sphere → passable (same) - Non-ethereal Cylinder → still blocks (regression guard) - Non-ethereal Sphere → still blocks (regression guard) Full Core suite: 1584 pass, 0 fail, 2 skip (pre-existing dat skips). Pseudocode doc updated with confirmed cyl/sphere ethereal contracts and the complete set/clear/consume flow summary. Retail refs: - CSphere::intersects_sphere @ 0x00537ae4 / acclient_2013_pseudo_c.txt:321692 - CCylSphere::intersects_sphere @ 0x0053b4a0 / acclient_2013_pseudo_c.txt:324573 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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3 changed files with 298 additions and 20 deletions
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@ -1,3 +1,4 @@
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using System.Numerics;
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using AcDream.Core.Physics;
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using Xunit;
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@ -21,7 +22,7 @@ namespace AcDream.Core.Tests.Physics;
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/// </para>
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///
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/// <para>
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/// Consume site: <c>BSPTREE::find_collisions @ 0x0053a496</c>
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/// Consume site 1: <c>BSPTREE::find_collisions @ 0x0053a496</c>
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/// (<c>acclient_2013_pseudo_c.txt:323742</c>): Path 1 fires when
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/// <c>insert_type == PLACEMENT_INSERT || obstruction_ethereal != 0</c>,
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/// routing to <c>sphere_intersects_solid</c> (passable-ethereal) instead
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@ -29,8 +30,34 @@ namespace AcDream.Core.Tests.Physics;
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/// </para>
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///
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/// <para>
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/// Retail divergence register: row AD-7 retired in this commit — the
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/// ETHEREAL-alone shim is replaced by the faithful port.
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/// Consume site 2: <c>CSphere::intersects_sphere @ 0x00537ae4</c>
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/// (<c>acclient_2013_pseudo_c.txt:321692</c>): The ethereal branch performs
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/// a proximity check only (no push-back, no COLLIDED return). All code
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/// paths in the branch are void returns — the player is fully passable.
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/// </para>
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///
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/// <para>
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/// Consume site 3: <c>CCylSphere::intersects_sphere @ 0x0053b4a0</c>
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/// (<c>acclient_2013_pseudo_c.txt:324573</c>): Same pattern — the ethereal
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/// branch calls <c>collides_with_sphere</c> for an overlap check only, all
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/// returns are void, no COLLIDED result — the player is fully passable.
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/// </para>
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///
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/// <para>
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/// Task 3 follow-up (2026-06-24): the Sphere and Cylinder consume sites
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/// are now implemented in <c>SphereCollision</c> and <c>CylinderCollision</c>
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/// in <c>TransitionTypes.cs</c>. The tests below verify:
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/// <list type="bullet">
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/// <item>Ethereal-alone Cylinder target → passable (no CollisionNormalValid).</item>
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/// <item>Ethereal-alone Sphere target → passable (no CollisionNormalValid).</item>
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/// <item>Non-ethereal Cylinder target → still blocks (regression guard).</item>
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/// <item>Non-ethereal Sphere target → still blocks (regression guard).</item>
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/// </list>
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/// </para>
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///
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/// <para>
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/// Retail divergence register: row AD-7 retired in the original Task 3 commit —
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/// the ETHEREAL-alone shim is replaced by the faithful port.
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/// </para>
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/// </summary>
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public class ObstructionEtherealTests
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@ -87,6 +114,114 @@ public class ObstructionEtherealTests
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Assert.True(sp.ObstructionEthereal);
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}
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// ── Cylinder shape: ethereal-alone → passable ─────────────────────────
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//
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// Retail oracle: CCylSphere::intersects_sphere @ 0x0053b4a0 (pc:324573).
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// When obstruction_ethereal != 0, all code paths return void (no COLLIDED).
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// acdream mirrors this via `if (sp.ObstructionEthereal) return OK` at the
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// top of CylinderCollision, before any overlap/slide logic.
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[Fact]
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public void CylinderEtherealAlone_IsPassable()
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{
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// A Cylinder-type shadow with state=ETHEREAL_PS (0x4, no 0x10).
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// Player sphere sweeps directly into it. Expect NO collision response
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// (CollisionNormalValid must stay false throughout all 20 ticks).
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// Retail ref: CCylSphere::intersects_sphere pc:324573 — ethereal branch
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// does collides_with_sphere checks only (void return, never COLLIDED).
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var engine = BuildEngineWithSingleShadow(
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collisionType: ShadowCollisionType.Cylinder,
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objectState: ETHEREAL_PS,
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objectPos: new Vector3(12f, 12f, 0f),
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radius: 0.3f,
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cylHeight: 1.5f);
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// Approach dead-center from -Y, sweeping +Y through the cylinder.
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var start = new Vector3(12f, 11f, 0.48f);
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var perTick = new Vector3(0f, 0.10f, 0f);
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var (blocked, finalPos, _) = SweepUntilBlocked(engine, start, perTick, maxTicks: 20);
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Assert.False(blocked,
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$"Ethereal-alone Cylinder must be passable (no collision). " +
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$"Sphere stopped at ({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}).");
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}
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[Fact]
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public void CylinderNonEthereal_StillBlocks()
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{
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// Control: same Cylinder, state=0 (no ETHEREAL). Must still block.
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// This guards the regression that the ethereal gate does NOT affect
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// normal (non-ethereal) Cylinder objects.
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var engine = BuildEngineWithSingleShadow(
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collisionType: ShadowCollisionType.Cylinder,
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objectState: 0u, // no ethereal bit
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objectPos: new Vector3(12f, 12f, 0f),
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radius: 0.3f,
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cylHeight: 1.5f);
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var start = new Vector3(12f, 11f, 0.48f);
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var perTick = new Vector3(0f, 0.10f, 0f);
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var (blocked, finalPos, _) = SweepUntilBlocked(engine, start, perTick, maxTicks: 20);
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Assert.True(blocked,
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$"Non-ethereal Cylinder must still block. " +
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$"Sphere reached ({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}) after 20 ticks.");
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}
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// ── Sphere shape: ethereal-alone → passable ───────────────────────────
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//
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// Retail oracle: CSphere::intersects_sphere @ 0x00537ae4 (pc:321692).
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// When obstruction_ethereal != 0, all code paths return void (no COLLIDED).
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// acdream mirrors this via `if (sp.ObstructionEthereal) return OK` at the
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// top of SphereCollision.
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[Fact]
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public void SphereEtherealAlone_IsPassable()
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{
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// A Sphere-type shadow with state=ETHEREAL_PS (0x4, no 0x10).
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// Player sphere sweeps directly into it. Expect NO collision response.
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// Retail ref: CSphere::intersects_sphere pc:321692 — ethereal branch
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// does a proximity check only (void return, never COLLIDED / Slid).
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var engine = BuildEngineWithSingleShadow(
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collisionType: ShadowCollisionType.Sphere,
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objectState: ETHEREAL_PS,
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objectPos: new Vector3(12f, 12f, 0.48f),
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radius: 0.4f,
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cylHeight: 0f);
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var start = new Vector3(12f, 11f, 0.48f);
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var perTick = new Vector3(0f, 0.10f, 0f);
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var (blocked, finalPos, _) = SweepUntilBlocked(engine, start, perTick, maxTicks: 20);
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Assert.False(blocked,
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$"Ethereal-alone Sphere must be passable (no collision). " +
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$"Sphere stopped at ({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}).");
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}
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[Fact]
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public void SphereNonEthereal_StillBlocks()
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{
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// Control: same Sphere, state=0 (no ETHEREAL). Must still block.
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var engine = BuildEngineWithSingleShadow(
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collisionType: ShadowCollisionType.Sphere,
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objectState: 0u, // no ethereal bit
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objectPos: new Vector3(12f, 12f, 0.48f),
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radius: 0.4f,
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cylHeight: 0f);
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var start = new Vector3(12f, 11f, 0.48f);
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var perTick = new Vector3(0f, 0.10f, 0f);
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var (blocked, finalPos, _) = SweepUntilBlocked(engine, start, perTick, maxTicks: 20);
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Assert.True(blocked,
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$"Non-ethereal Sphere must still block. " +
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$"Sphere reached ({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}) after 20 ticks.");
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}
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// ── BSPQuery Path-1 gate: ObstructionEthereal routes through
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// sphere_intersects_solid (not the blocking slide path) ──────────────
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//
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@ -96,4 +231,99 @@ public class ObstructionEtherealTests
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// via the FindEnvCollisions D5 clear and the SpherePath property
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// round-trip. The DoorCollisionApparatusTests and CellarUpTrajectory-
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// ReplayTests are the regression guards for the consume-site change.
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// ── Helpers ───────────────────────────────────────────────────────────
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private const uint TestLandblockId = 0xA9B40000u;
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private const uint TestCellId = TestLandblockId | 0x0001u;
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private const uint TestEntityId = 0xF4201u;
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private const uint TestGfxObjId = 0xF4202u;
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private const float SphereRadius = 0.48f;
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private const float SphereHeight = 1.20f;
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private const float StepUpHeight = 0.60f;
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private const float StepDownHeight = 0.04f;
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/// <summary>
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/// Build a minimal PhysicsEngine with a synthetic flat landblock
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/// and a single registered shadow entry at <paramref name="objectPos"/>
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/// with the given collision type and state bits.
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/// No dat required — Cylinder and Sphere shapes need no GfxObj/BSP.
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/// </summary>
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private static PhysicsEngine BuildEngineWithSingleShadow(
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ShadowCollisionType collisionType,
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uint objectState,
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Vector3 objectPos,
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float radius,
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float cylHeight)
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{
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var cache = new PhysicsDataCache();
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var engine = new PhysicsEngine { DataCache = cache };
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// Stub landblock: flat terrain far below so it never interferes.
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var heights = new byte[81];
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var heightTable = new float[256];
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for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
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engine.AddLandblock(
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landblockId: TestLandblockId,
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terrain: new TerrainSurface(heights, heightTable),
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cells: System.Array.Empty<CellSurface>(),
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portals: System.Array.Empty<PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 0f);
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// Register the target shadow. Cylinder/Sphere shapes don't need a
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// GfxObj BSP in the cache — FindObjCollisions only queries the cache
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// for BSP collision types.
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engine.ShadowObjects.Register(
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entityId: TestEntityId,
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gfxObjId: TestGfxObjId,
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worldPos: objectPos,
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rotation: System.Numerics.Quaternion.Identity,
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radius: radius,
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worldOffsetX: 0f,
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worldOffsetY: 0f,
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landblockId: TestLandblockId,
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collisionType: collisionType,
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cylHeight: cylHeight,
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scale: 1.0f,
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state: objectState,
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flags: EntityCollisionFlags.None);
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return engine;
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}
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/// <summary>
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/// Sweep a player sphere by <paramref name="perTick"/> each step until
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/// <c>CollisionNormalValid</c> fires or <paramref name="maxTicks"/> elapse.
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/// </summary>
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private static (bool blocked, Vector3 finalPos, Vector3 normal)
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SweepUntilBlocked(PhysicsEngine engine, Vector3 start, Vector3 perTick, int maxTicks)
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{
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Vector3 pos = start;
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uint cellId = TestCellId;
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bool onGround = false;
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for (int tick = 0; tick < maxTicks; tick++)
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{
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Vector3 target = pos + perTick;
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var result = engine.ResolveWithTransition(
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pos, target, cellId,
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SphereRadius, SphereHeight,
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StepUpHeight, StepDownHeight,
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onGround,
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body: null,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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movingEntityId: 0);
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if (result.CollisionNormalValid)
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return (true, result.Position, result.CollisionNormal);
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pos = result.Position;
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cellId = result.CellId;
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onGround = result.IsOnGround;
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}
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return (false, pos, Vector3.Zero);
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}
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}
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