using System.Collections.Generic; using System.Linq; using System.Numerics; using AcDream.Core.Physics; using Xunit; namespace AcDream.Core.Tests.Physics; /// /// Unit tests for — Task 7 cell-based /// spatial index for object collision. /// public class ShadowObjectRegistryTests { private const uint LbId = 0xA9B40000u; // landblock prefix used throughout private const float OffX = 0f; private const float OffY = 0f; // ----------------------------------------------------------------------- // Register / TotalRegistered // ----------------------------------------------------------------------- [Fact] public void Register_SingleEntity_TotalRegisteredIsOne() { var reg = new ShadowObjectRegistry(); reg.Register(1u, 0x01000001u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId); Assert.Equal(1, reg.TotalRegistered); } [Fact] public void Register_SameEntityTwice_NoDuplicate() { var reg = new ShadowObjectRegistry(); reg.Register(1u, 0x01000001u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId); reg.Register(1u, 0x01000001u, new Vector3(13f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId); // re-register (position update) Assert.Equal(1, reg.TotalRegistered); } // ----------------------------------------------------------------------- // GetObjectsInCell // ----------------------------------------------------------------------- [Fact] public void GetObjectsInCell_EntityInCenter_ReturnedInExpectedCell() { // Entity at local (12, 12) = cell (0,0) = cellId prefix | 1. var reg = new ShadowObjectRegistry(); reg.Register(42u, 0x01000002u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId); uint cellId = LbId | 1u; // cx=0, cy=0 → 0*8+0+1 = 1 var objs = reg.GetObjectsInCell(cellId); Assert.Single(objs); Assert.Equal(42u, objs[0].EntityId); } [Fact] public void GetObjectsInCell_EntitySpanning2Cells_RegisteredInBoth() { // Entity at local (24, 12) with radius=2 spans cells cx=0 and cx=1 in X. // Cell 0,0 = prefix|1; cell 1,0 = prefix|(1*8+0+1)=prefix|9. var reg = new ShadowObjectRegistry(); reg.Register(7u, 0x01000003u, new Vector3(24f, 12f, 50f), Quaternion.Identity, 2f, OffX, OffY, LbId); uint cell00 = LbId | 1u; // cx=0, cy=0 uint cell10 = LbId | 9u; // cx=1, cy=0 Assert.Contains(reg.GetObjectsInCell(cell00), e => e.EntityId == 7u); Assert.Contains(reg.GetObjectsInCell(cell10), e => e.EntityId == 7u); } // ----------------------------------------------------------------------- // Deregister // ----------------------------------------------------------------------- [Fact] public void Deregister_RemovesFromAllCells() { var reg = new ShadowObjectRegistry(); reg.Register(5u, 0x01000004u, new Vector3(24f, 12f, 50f), Quaternion.Identity, 2f, OffX, OffY, LbId); reg.Deregister(5u); Assert.Equal(0, reg.TotalRegistered); Assert.Empty(reg.GetObjectsInCell(LbId | 1u)); Assert.Empty(reg.GetObjectsInCell(LbId | 9u)); } [Fact] public void Deregister_NonexistentEntity_NoThrow() { var reg = new ShadowObjectRegistry(); // Should not throw. reg.Deregister(999u); } // ----------------------------------------------------------------------- // RemoveLandblock // ----------------------------------------------------------------------- [Fact] public void RemoveLandblock_ClearsAllEntitiesForThatBlock() { const uint otherLb = 0xAAAA0000u; var reg = new ShadowObjectRegistry(); reg.Register(1u, 0x01000001u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId); // Entity 2 lives in otherLb whose world origin is at X=192. Place it at // world X=204 so localX = 204-192 = 12, which maps to cell (0,0) of otherLb. reg.Register(2u, 0x01000002u, new Vector3(204f, 12f, 50f), Quaternion.Identity, 1f, 192f, 0f, otherLb); reg.RemoveLandblock(LbId); Assert.Equal(1, reg.TotalRegistered); // entity 2 (otherLb) survives Assert.Empty(reg.GetObjectsInCell(LbId | 1u)); } // ----------------------------------------------------------------------- // Per-cell query surface (BR-7 / A6.P4 2026-06-11): GetObjectsInCell IS // the query — retail CObjCell::find_obj_collisions iterates only the // asked cell's shadow_object_list (Ghidra 0x0052b750). The former // radial GetNearbyObjects sweep is deleted; cell membership is the // broad phase. // ----------------------------------------------------------------------- [Fact] public void PerCellQuery_EntityCell_ReturnsIt() { var reg = new ShadowObjectRegistry(); reg.Register(10u, 0x01000005u, new Vector3(30f, 30f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId); // local (30,30) → landcell (1,1) → 1*8+1+1 = 10. var results = reg.GetObjectsInCell(LbId | 10u); Assert.Single(results); Assert.Equal(10u, results[0].EntityId); } [Fact] public void PerCellQuery_FarCell_ReturnsEmpty() { var reg = new ShadowObjectRegistry(); // Entity at local (12, 12) — cell (0,0). reg.Register(11u, 0x01000006u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId); // Cell (7,7) — far away. No spatial radius can reach across cells. Assert.Empty(reg.GetObjectsInCell(LbId | 64u)); } [Fact] public void PerCellQuery_EntityInMultipleCells_OncePerCellList() { // Entity spans cells (0,0) and (1,0) (local X≈24, radius=2) via the // flood's boundary-neighbor adds. Each overlapped cell's list holds // the entry exactly once — retail tests an object once per iterated // cell (no cross-cell dedup exists in find_obj_collisions). var reg = new ShadowObjectRegistry(); reg.Register(20u, 0x01000007u, new Vector3(24f, 12f, 50f), Quaternion.Identity, 2f, OffX, OffY, LbId); Assert.Single(reg.GetObjectsInCell(LbId | 1u), e => e.EntityId == 20u); Assert.Single(reg.GetObjectsInCell(LbId | 9u), e => e.EntityId == 20u); } // ----------------------------------------------------------------------- // Cell ID formula // ----------------------------------------------------------------------- [Theory] [InlineData(0f, 0f, 1u)] // cell (0,0) → index 0*8+0+1 = 1 [InlineData(48f, 0f, 17u)] // cell (2,0) → 2*8+0+1 = 17 [InlineData(0f, 48f, 3u)] // cell (0,2) → 0*8+2+1 = 3 [InlineData(168f, 168f, 64u)] // cell (7,7) → 7*8+7+1 = 64 public void GetObjectsInCell_CellIdFormula_Correct(float lx, float ly, uint expectedLow) { var reg = new ShadowObjectRegistry(); // Small radius so entity sits in exactly one cell. reg.Register(99u, 0x01000008u, new Vector3(lx + 0.5f, ly + 0.5f, 50f), Quaternion.Identity, 0.1f, OffX, OffY, LbId); uint cellId = LbId | expectedLow; var objs = reg.GetObjectsInCell(cellId); Assert.Contains(objs, e => e.EntityId == 99u); } // ----------------------------------------------------------------------- // UpdatePosition — Commit A of 2026-04-29 live-entity collision port // ----------------------------------------------------------------------- [Fact] public void UpdatePosition_MovedEntity_NewCellOccupied() { // Entity starts at local (12, 12) — cell (0,0). var reg = new ShadowObjectRegistry(); reg.Register(42u, 0x01000010u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 0.5f, OffX, OffY, LbId); // Move to local (60, 12) — cell (2, 0). Same landblock. reg.UpdatePosition(42u, new Vector3(60f, 12f, 50f), Quaternion.Identity, OffX, OffY, LbId); // Old cell empty, new cell holds the entity. Assert.Empty(reg.GetObjectsInCell(LbId | 1u)); // cell (0,0) var newCell = reg.GetObjectsInCell(LbId | 17u); // cell (2,0) → 2*8+0+1 Assert.Single(newCell); Assert.Equal(42u, newCell[0].EntityId); Assert.Equal(1, reg.TotalRegistered); // not duplicated } [Fact] public void UpdatePosition_PreservesFlags() { // Register with PK flags + PhysicsState; UpdatePosition must keep them. var reg = new ShadowObjectRegistry(); reg.Register(50u, 0x01000011u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 0.5f, OffX, OffY, LbId, state: 0x4u, // ETHEREAL_PS flags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPK); reg.UpdatePosition(50u, new Vector3(60f, 12f, 50f), Quaternion.Identity, OffX, OffY, LbId); var newCell = reg.GetObjectsInCell(LbId | 17u); Assert.Single(newCell); Assert.Equal(0x4u, newCell[0].State); Assert.Equal(EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPK, newCell[0].Flags); } [Fact] public void UpdatePosition_UnregisteredEntity_NoOp() { var reg = new ShadowObjectRegistry(); // Should not throw, should not register a new entity. reg.UpdatePosition(99u, new Vector3(12f, 12f, 50f), Quaternion.Identity, OffX, OffY, LbId); Assert.Equal(0, reg.TotalRegistered); } [Fact] public void Register_WithStateAndFlags_StoredOnEntry() { var reg = new ShadowObjectRegistry(); reg.Register(60u, 0x01000012u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 0.5f, OffX, OffY, LbId, state: 0x10u, // IGNORE_COLLISIONS_PS flags: EntityCollisionFlags.IsImpenetrable); var entry = reg.GetObjectsInCell(LbId | 1u)[0]; Assert.Equal(0x10u, entry.State); Assert.Equal(EntityCollisionFlags.IsImpenetrable, entry.Flags); } [Fact] public void Register_DefaultStateAndFlags_AreZeroAndNone() { var reg = new ShadowObjectRegistry(); reg.Register(70u, 0x01000013u, new Vector3(12f, 12f, 50f), Quaternion.Identity, 0.5f, OffX, OffY, LbId); var entry = reg.GetObjectsInCell(LbId | 1u)[0]; Assert.Equal(0u, entry.State); Assert.Equal(EntityCollisionFlags.None, entry.Flags); } // ----------------------------------------------------------------------- // UpdatePhysicsState — L.2g slice 1 (doors flip ETHEREAL post-spawn) // ----------------------------------------------------------------------- [Fact] public void UpdatePhysicsState_FlipsEthereal_NextLookupSeesNewBits() { var reg = new ShadowObjectRegistry(); const uint doorId = 0x000F4244u; reg.Register(doorId, 0x020019FFu, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId, state: 0u, flags: EntityCollisionFlags.None); var before = reg.AllEntriesForDebug().Single(e => e.EntityId == doorId); Assert.Equal(0u, before.State); reg.UpdatePhysicsState(doorId, 0x00000004u); var after = reg.AllEntriesForDebug().Single(e => e.EntityId == doorId); Assert.Equal(0x00000004u, after.State); } [Fact] public void UpdatePhysicsState_UnregisteredEntity_IsNoOp() { var reg = new ShadowObjectRegistry(); reg.UpdatePhysicsState(0xDEADBEEFu, 0x00000004u); Assert.Equal(0, reg.TotalRegistered); } [Fact] public void UpdatePhysicsState_EntitySpanningMultipleCells_AllCellsUpdated() { var reg = new ShadowObjectRegistry(); reg.Register(99u, 0x01000099u, new Vector3(24f, 12f, 50f), Quaternion.Identity, 2f, OffX, OffY, LbId, state: 0u); reg.UpdatePhysicsState(99u, 0x00000004u); uint cellA = LbId | 1u; uint cellB = LbId | (1u*8 + 0 + 1); var inA = reg.GetObjectsInCell(cellA).Single(e => e.EntityId == 99u); var inB = reg.GetObjectsInCell(cellB).Single(e => e.EntityId == 99u); Assert.Equal(0x00000004u, inA.State); Assert.Equal(0x00000004u, inB.State); } // ----------------------------------------------------------------------- // BR-7 / A6.P4 (2026-06-11) — registration-side architecture pins. // The former query-side compensations (the b3ce505 indoor gate, the // portalReachableCells expansion, the isViewer exemption) are deleted; // these pin the registration shapes that replaced them. // ----------------------------------------------------------------------- [Fact] public void Register_OutdoorSeed_DoorVisibleInItsOutdoorCell_NotInUnrelatedIndoorCell() { // Issue #99 architecture: a door registered at its outdoor cell is // found by iterating THAT cell's list — which the Transition reaches // from the indoor side when its sphere straddles the exit portal // (the cell array spans both cells at the threshold; retail // "covered twice" note, wf1-interior-collision.md). Without a // building bridge in the flood cache, the door floods outdoor-only. var reg = new ShadowObjectRegistry(); const uint doorEntityId = 0x000F4244u; reg.Register(doorEntityId, 0x020019FFu, new Vector3(12f, 12f, 50f), Quaternion.Identity, 1f, OffX, OffY, LbId, ShadowCollisionType.Cylinder, cylHeight: 2.5f, isStatic: false); uint doorOutdoorCellId = LbId | 1u; // outdoor cell where door sits uint vestibuleCellId = LbId | 0x0145u; // indoor cell on the other side Assert.Contains(reg.GetObjectsInCell(doorOutdoorCellId), e => e.EntityId == doorEntityId); Assert.DoesNotContain(reg.GetObjectsInCell(vestibuleCellId), e => e.EntityId == doorEntityId); } [Fact] public void Register_OutdoorFootprint_NeverLandsInInteriorCells() { // The #98 shape, now closed at REGISTRATION: an outdoor-positioned // footprint (the old cottage GfxObj entry) floods into outdoor // landcells only — without a building-bridge admission its spheres // can never reach an interior cell's list, so a fully-interior // cellar query structurally cannot see it. (In production the // cottage SHELL additionally left the registry entirely — the // per-LandCell building channel owns it.) var reg = new ShadowObjectRegistry(); const uint cottageEntityId = 0xA9B47900u; reg.Register(cottageEntityId, 0x01000A2Bu, new Vector3(12f, 12f, 90f), Quaternion.Identity, 5.5f, OffX, OffY, LbId); uint cellarCellId = LbId | 0x0146u; Assert.Empty(reg.GetObjectsInCell(cellarCellId)); // And every cell it DID land in is outdoor. foreach (var entry in reg.AllEntriesForDebug()) Assert.Equal(cottageEntityId, entry.EntityId); } [Fact] public void RefloodLandblock_RerunsFloodAfterCellsHydrate() { // The streaming race (spec §7 Q3 / retail init_objects → // recalc_cross_cells): an entity registered while its indoor seed // cell was unhydrated stays pinned to {seed}; once the cell (with a // portal neighbor) hydrates, RefloodLandblock re-runs the flood and // the neighbor appears in the set. var reg = new ShadowObjectRegistry(); var cache = new PhysicsDataCache(); reg.DataCache = cache; const uint seedCell = 0xA9B40100u; const uint neighborCell = 0xA9B40101u; reg.Register(77u, 0x01000009u, new Vector3(2.0f, 0f, 2.5f), Quaternion.Identity, 0.5f, OffX, OffY, LbId, seedCellId: seedCell, isStatic: false); // Unhydrated seed → registered under the claimed cell only. Assert.Contains(reg.GetObjectsInCell(seedCell), e => e.EntityId == 77u); Assert.Empty(reg.GetObjectsInCell(neighborCell)); // Hydrate the seed (portal to the neighbor at x=2.5) + the neighbor // (leaf BSP admits the straddling sphere), then re-flood. cache.RegisterCellStructForTest(seedCell, BuildShadowCellSetTests_MakeCellWithPortalAtRightWall(Matrix4x4.Identity, 0x0101)); cache.RegisterCellStructForTest(neighborCell, BuildShadowCellSetTests_MakeLeafCell(Matrix4x4.CreateTranslation(5f, 0f, 0f))); reg.RefloodLandblock(LbId); Assert.Contains(reg.GetObjectsInCell(seedCell), e => e.EntityId == 77u); Assert.Contains(reg.GetObjectsInCell(neighborCell), e => e.EntityId == 77u); } // Local copies of the BuildShadowCellSetTests fixture helpers (kept // private per test class by repo convention). private static CellPhysics BuildShadowCellSetTests_MakeCellWithPortalAtRightWall( Matrix4x4 worldTransform, ushort otherCellId) { var portalPoly = new ResolvedPolygon { Vertices = new[] { new Vector3(2.5f, -2.5f, 0f), new Vector3(2.5f, 2.5f, 0f), new Vector3(2.5f, 2.5f, 5f), new Vector3(2.5f, -2.5f, 5f), }, Plane = new System.Numerics.Plane(new Vector3(1, 0, 0), -2.5f), NumPoints = 4, SidesType = DatReaderWriter.Enums.CullMode.None, }; Matrix4x4.Invert(worldTransform, out var inv); return new CellPhysics { WorldTransform = worldTransform, InverseWorldTransform = inv, Resolved = new Dictionary(), PortalPolygons = new Dictionary { [10] = portalPoly }, Portals = new[] { new PortalInfo(otherCellId: otherCellId, polygonId: 10, flags: 0), }, CellBSP = new DatReaderWriter.Types.CellBSPTree { Root = new DatReaderWriter.Types.CellBSPNode { Type = DatReaderWriter.Enums.BSPNodeType.Leaf, }, }, }; } private static CellPhysics BuildShadowCellSetTests_MakeLeafCell(Matrix4x4 worldTransform) { Matrix4x4.Invert(worldTransform, out var inv); return new CellPhysics { WorldTransform = worldTransform, InverseWorldTransform = inv, Resolved = new Dictionary(), CellBSP = new DatReaderWriter.Types.CellBSPTree { Root = new DatReaderWriter.Types.CellBSPNode { Type = DatReaderWriter.Enums.BSPNodeType.Leaf, }, }, }; } }