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>
This commit is contained in:
Erik 2026-06-24 19:30:59 +02:00
parent 3361a8d776
commit dc1e927080
3 changed files with 298 additions and 20 deletions

View file

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