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,
},
},
};
}
}