feat(physics): live-entity collision plumbing (Commit A)
Plumbing-only foundation for the upcoming live-entity (NPC / monster / player) collision port. No behavior change — the new fields default to zero/None so the 5 existing static-entity Register call sites in GameWindow.cs are untouched. Wire layer: - CreateObject parser now surfaces PhysicsState (acclient.h:2815 — ETHEREAL_PS=0x4, IGNORE_COLLISIONS_PS=0x10, HAS_PHYSICS_BSP_PS=0x10000, ...) which the parser previously dropped at line ~337 with a bare `pos += 4`. - CreateObject parser now surfaces ObjectDescriptionFlags (the retail PWD._bitfield trailer per acclient.h:6431-6463), where acclient_2013_pseudo_c.txt:406898-406918 ACCWeenieObject::IsPK / IsPKLite / IsImpenetrable read bits 5 / 25 / 21 directly. Previously read-and-discarded. - WorldSession.EntitySpawn carries both new fields through to subscribers. Physics layer: - New `EntityCollisionFlags` enum (IsPlayer / IsCreature / IsPK / IsPKLite / IsImpenetrable) + `FromPwdBitfield` helper. Bit positions verified against retail's SetPlayerKillerStatus ( acclient_2013_pseudo_c.txt:441868-441890) which maps PKStatusEnum→bitfield exactly: PK=0x4→bit5, PKLite=0x40→bit25, Free=0x20→bit21. - `ShadowEntry` extended with `State` (raw PhysicsState bits) + `Flags` (decoded EntityCollisionFlags). Backward-compatible — all five existing landblock-entity Register call sites omit them. - `ShadowObjectRegistry.UpdatePosition(entityId, pos, rot, ...)` — fast-path for the 5–10 Hz UpdatePosition (0xF748) stream the server emits per visible entity. Reuses the entry's existing shape + state + flags. Mirrors retail's CPhysicsObj::SetPosition (acclient_2013_pseudo_c.txt:284276) which keeps the same shape and re-registers cell membership. - `ObjectInfoState` adds `IsPK = 0x800` and `IsPKLite = 0x1000` matching retail's OBJECTINFO::state bits (acclient.h:6190-6194). Used by Commit C's PvP exemption gate. Tests: - `EntityCollisionFlagsTests` — 7 tests covering empty / each bit alone / PK+player combo / unrelated-bit ignore. - `ShadowObjectRegistryTests` — 5 new tests: UpdatePosition moves entry to new cell, preserves State/Flags, unregistered no-op, Register stores State/Flags, defaults are zero/None. - `CreateObjectTests` — 3 new tests verifying PhysicsState + PWD bitfield (with PK / PKLite bit cases) parse and surface. 1454 → 1454 + 15 = covered by suite. dotnet build + dotnet test green. Foundation for Commit B (live-entity registration) and Commit C (PvP exemption block in FindObjCollisions). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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8 changed files with 432 additions and 14 deletions
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@ -19,11 +19,24 @@ public sealed class ShadowObjectRegistry
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/// <summary>
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/// Register an entity into the cells it overlaps based on world position + radius.
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///
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/// <para>
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/// The optional <paramref name="state"/> + <paramref name="flags"/>
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/// parameters carry retail <c>PhysicsState</c> bits and decoded
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/// <see cref="EntityCollisionFlags"/> respectively, so the
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/// <c>FindObjCollisions</c> retail-faithful exemption block (PvP rule,
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/// ETHEREAL skip, viewer-vs-creature) can short-circuit without an
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/// extra lookup. Default <c>state=0</c> + <c>flags=None</c> preserves
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/// the original "static decoration" behavior — the existing 5
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/// landblock-entity registration sites pass nothing.
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/// </para>
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/// </summary>
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public void Register(uint entityId, uint gfxObjId, Vector3 worldPos, Quaternion rotation,
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float radius, float worldOffsetX, float worldOffsetY, uint landblockId,
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ShadowCollisionType collisionType = ShadowCollisionType.BSP,
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float cylHeight = 0f, float scale = 1.0f)
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float cylHeight = 0f, float scale = 1.0f,
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uint state = 0u,
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EntityCollisionFlags flags = EntityCollisionFlags.None)
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{
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Deregister(entityId);
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@ -38,7 +51,8 @@ public sealed class ShadowObjectRegistry
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int minCy = Math.Max(0, (int)((localY - radius) / 24f));
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int maxCy = Math.Min(7, (int)((localY + radius) / 24f));
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var entry = new ShadowEntry(entityId, gfxObjId, worldPos, rotation, radius, collisionType, cylHeight, scale);
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var entry = new ShadowEntry(entityId, gfxObjId, worldPos, rotation, radius,
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collisionType, cylHeight, scale, state, flags);
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var cellIds = new List<uint>();
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uint lbPrefix = landblockId & 0xFFFF0000u;
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@ -62,6 +76,56 @@ public sealed class ShadowObjectRegistry
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_entityToCells[entityId] = cellIds;
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}
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/// <summary>
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/// Update an already-registered entity's world position + rotation,
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/// preserving its <see cref="ShadowEntry.State"/>,
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/// <see cref="ShadowEntry.Flags"/>, and shape parameters.
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///
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/// <para>
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/// Cheaper than <see cref="Deregister"/> + <see cref="Register"/> for
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/// the 5–10 Hz <c>UpdatePosition (0xF748)</c> stream the server emits
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/// per visible entity: this is the path retail's
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/// <c>CPhysicsObj::SetPosition</c> takes (cited at
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/// <c>acclient_2013_pseudo_c.txt:284276</c>) — same shape, new cell
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/// membership. If the entity isn't already registered, this is a
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/// no-op so callers don't have to gate.
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/// </para>
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/// </summary>
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public void UpdatePosition(uint entityId, Vector3 worldPos, Quaternion rotation,
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float worldOffsetX, float worldOffsetY, uint landblockId)
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{
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// Find the existing entry (any cell holds a copy with the same
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// entity-scoped state + flags + shape).
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if (!_entityToCells.TryGetValue(entityId, out var oldCells) || oldCells.Count == 0)
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return;
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ShadowEntry? template = null;
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foreach (var oldCellId in oldCells)
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{
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if (_cells.TryGetValue(oldCellId, out var list))
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{
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foreach (var e in list)
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{
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if (e.EntityId == entityId)
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{
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template = e;
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break;
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}
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}
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}
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if (template is not null) break;
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}
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if (template is null)
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return;
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// Preserve everything except position + rotation.
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var t = template.Value;
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Register(entityId, t.GfxObjId, worldPos, rotation, t.Radius,
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worldOffsetX, worldOffsetY, landblockId,
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t.CollisionType, t.CylHeight, t.Scale,
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t.State, t.Flags);
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}
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/// <summary>Remove an entity from all cells it was registered in.</summary>
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public void Deregister(uint entityId)
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{
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@ -203,4 +267,18 @@ public readonly record struct ShadowEntry(
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float Radius,
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ShadowCollisionType CollisionType = ShadowCollisionType.BSP,
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float CylHeight = 0f,
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float Scale = 1.0f);
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float Scale = 1.0f,
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/// <summary>
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/// Retail <c>PhysicsState</c> bits (<c>acclient.h:2815</c>). Used
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/// by <c>FindObjCollisions</c> to honor <c>ETHEREAL_PS=0x4</c> +
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/// <c>IGNORE_COLLISIONS_PS=0x10</c> short-circuits. Zero for static
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/// landblock entities (default behavior matches pre-Commit-A).
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/// </summary>
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uint State = 0u,
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/// <summary>
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/// Decoded player / PK / PKLite / Impenetrable flags driving the
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/// retail PvP exemption block in <c>FindObjCollisions</c>. Built
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/// from <c>PWD._bitfield</c> at <c>CreateObject</c> time via
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/// <see cref="EntityCollisionFlagsExt.FromPwdBitfield(uint)"/>.
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/// </summary>
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EntityCollisionFlags Flags = EntityCollisionFlags.None);
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