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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@ -19,6 +19,43 @@ public class HandleAllCollisionsTests
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FramesStationaryFall = fsf,
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};
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[Fact]
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public void SetPositionContact_SteepSurfaceIsContactButNotWalkable()
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{
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var body = Airborne(new Vector3(0f, 0f, -1f));
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Vector3 steepNormal = Vector3.Normalize(new Vector3(1f, 0f, 0.5f));
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bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
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inContact: true,
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contactNormal: steepNormal);
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PhysicsObjUpdate.ApplySetPositionContact(
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body,
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inContact: true,
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onWalkable: onWalkable);
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Assert.True(body.InContact);
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Assert.False(body.OnWalkable);
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Assert.Equal(PhysicsBody.Gravity, body.Acceleration.Z);
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}
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[Fact]
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public void SetPositionContact_WalkableSurfaceSetsBothFacts()
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{
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var body = Airborne(new Vector3(0f, 0f, -1f));
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bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
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inContact: true,
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contactNormal: new Vector3(0f, 0f, PhysicsGlobals.FloorZ));
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PhysicsObjUpdate.ApplySetPositionContact(
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body,
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inContact: true,
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onWalkable: onWalkable);
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Assert.True(body.InContact);
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Assert.True(body.OnWalkable);
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Assert.Equal(Vector3.Zero, body.Acceleration);
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}
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[Fact]
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public void Fsf0_AirborneWallHit_ReflectsIntoWallComponent()
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{
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