using System.Numerics; using AcDream.Core.Physics; using Xunit; using Xunit.Abstractions; namespace AcDream.Core.Tests.Physics; /// /// Historical resolver-only steep-roof control retained for the original /// half-second wedge signature. The authoritative production chronology and /// graph/flat direction matrix live in /// . /// public class Ts4SteepRoofWedgeCaptureTests { private readonly ITestOutputHelper _out; public Ts4SteepRoofWedgeCaptureTests(ITestOutputHelper output) => _out = output; private const uint CellId = 0xA9B40001u; private const int TicksPerSecond = 30; // #32 L.5 retail physics tick rate private const int MaxTicks = 3 * TicksPerSecond; private const int WedgeTickThreshold = 15; // 0.5 s of zero motion == wedged private const float WedgeEpsilon = 0.001f; // 1 mm private static PhysicsEngine MakeSlopeEngine() { var (root, resolved) = BSPStepUpFixtures.SlopedUnwalkable(); const uint LandblockId = 0xA9B4FFFFu; const uint SyntheticGfxId = 0xDEADBEEFu; var heights = new byte[81]; var heightTab = new float[256]; for (int i = 0; i < 256; i++) heightTab[i] = -1000f; // terrain never interferes var engine = new PhysicsEngine(); engine.AddLandblock( LandblockId, new TerrainSurface(heights, heightTab), System.Array.Empty(), System.Array.Empty(), worldOffsetX: 0f, worldOffsetY: 0f); var cache = new PhysicsDataCache(); var bspTree = new DatReaderWriter.Types.PhysicsBSPTree { Root = root }; var physics = new GfxObjPhysics { BSP = bspTree, PhysicsPolygons = new System.Collections.Generic.Dictionary(), Vertices = new DatReaderWriter.Types.VertexArray(), Resolved = resolved, BoundingSphere = new DatReaderWriter.Types.Sphere { Origin = Vector3.Zero, Radius = 15f }, }; cache.RegisterGfxObjForTest(SyntheticGfxId, physics); engine.DataCache = cache; engine.ShadowObjects.Register( entityId: SyntheticGfxId, gfxObjId: SyntheticGfxId, worldPos: Vector3.Zero, rotation: Quaternion.Identity, radius: 15f, worldOffsetX: 0f, worldOffsetY: 0f, landblockId: LandblockId, collisionType: ShadowCollisionType.BSP, scale: 1.0f); return engine; } /// /// Falls a player-flagged mover from directly above the slope and carries /// resolver contact bits between frames. Within the original three-second /// capture window it must keep making downhill progress and never enter /// the reported half-second fixed point. /// [Fact] public void FallOntoSteepSlope_PureVertical_NeverWedgesWithinThreeSeconds() { var engine = MakeSlopeEngine(); float r = BSPStepUpFixtures.SphereRadius; const float dt = 1f / TicksPerSecond; const float gravity = -9.8f; var body = new PhysicsBody { TransientState = TransientStateFlags.Active, }; // Start well above the slope's mid-face (slope spans x in [0,1], z in // [0,2] at that x-range), falling straight down. Vector3 pos = new(0.5f, 0f, 3.0f); float fallVelocityZ = 0f; uint cell = CellId; Vector3 start = pos; int frozenStreak = 0; for (int tick = 0; tick < MaxTicks; tick++) { fallVelocityZ += gravity * dt; Vector3 target = pos + new Vector3(0f, 0f, fallVelocityZ * dt); var result = engine.ResolveWithTransition( currentPos: pos, targetPos: target, cellId: cell, sphereRadius: r, sphereHeight: r * 2f, stepUpHeight: 0.30f, stepDownHeight: 0.04f, isOnGround: body.OnWalkable, body: body, moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide, movingEntityId: 0x01000000u); var newPos = result.Position; float moved = Vector3.Distance(newPos, pos); if (moved < WedgeEpsilon) frozenStreak++; else frozenStreak = 0; _out.WriteLine( $"t{tick,3}: pos=({newPos.X:F3},{newPos.Y:F3},{newPos.Z:F3}) " + $"moved={moved:F4} onGround={result.IsOnGround} onWalkable={result.OnWalkable} " + $"contact={result.InContact} vz={fallVelocityZ:F2} frozen={frozenStreak}"); pos = newPos; cell = result.CellId; body.Position = pos; if (result.IsOnGround) fallVelocityZ = 0f; body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable); if (result.InContact) body.TransientState |= TransientStateFlags.Contact; if (result.OnWalkable) body.TransientState |= TransientStateFlags.OnWalkable; Assert.True(frozenStreak <= WedgeTickThreshold, $"Body froze for {frozenStreak} ticks at {pos}."); } Assert.True(pos.X < start.X - 0.10f, $"The resolver-only trace made no downhill progress within " + $"{MaxTicks} ticks; start={start}, final={pos}."); } }