feat(physics): port retail projectile integration
Add a pure Core projectile driver for retail clock quanta, final-state acceleration, 50-unit velocity clamping, world-space angular integration, full-3D AlignPath, and oriented Setup-local sphere sweeps. Preserve exact success versus set_frame-only failure semantics, independent Contact/OnWalkable state, and full-cell identity across all landblock directions. Port OBJECTINFO::missile_ignore with explicit weenie/creature metadata, remove the invented transition-step cap, retain PathClipped without arming PerfectClip, and keep authoritative target identity optional. Add malformed-shape/clock, thin-wall, terrain, target-exclusion, frame-spike, failure-state, and boundary conformance coverage. Retire TS-2 and synchronize the architecture, milestones, roadmap, research oracle, and durable physics memory. Co-Authored-By: Codex <noreply@openai.com>
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21 changed files with 1669 additions and 263 deletions
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@ -4404,9 +4404,13 @@ public sealed class GameWindow : IDisposable
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// Decode PvP / Player / Impenetrable from PWD._bitfield.
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// IsCreature comes from the spawn's ItemType (server-known type).
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var flags = AcDream.Core.Physics.EntityCollisionFlags.None;
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// Every server-spawned live entity is backed by a CWeenieObject.
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// Static landblock geometry is registered through the separate path
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// with HasWeenie clear. Retail OBJECTINFO::missile_ignore 0x0050CEB0
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// needs this distinction for ethereal non-creatures such as doors.
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var flags = AcDream.Core.Physics.EntityCollisionFlags.HasWeenie;
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if (spawn.ObjectDescriptionFlags is { } odf)
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flags = AcDream.Core.Physics.EntityCollisionFlagsExt.FromPwdBitfield(odf);
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flags |= AcDream.Core.Physics.EntityCollisionFlagsExt.FromPwdBitfield(odf);
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if (spawn.ItemType == (uint)AcDream.Core.Items.ItemType.Creature)
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flags |= AcDream.Core.Physics.EntityCollisionFlags.IsCreature;
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