using System.Collections.Generic; using System.Numerics; using AcDream.Core.Physics; using DatReaderWriter.Enums; using DatReaderWriter.Types; using Xunit; namespace AcDream.Core.Tests.Physics; /// /// Conformance tests for AP-71 (Campaign P Slice P4, 2026-07-30) — retail /// CObjCell::check_entry_restrictions (named-retail pc:308873-308912, /// 0x0052b6d0), ported as and /// wired at the head of the indoor branch of /// Transition.FindEnvCollisions (src/AcDream.Core/Physics/ /// TransitionTypes.cs). /// /// /// Retail gate order: NPCs/props (not a player) bypass entirely; a mover /// whose PWD bitfield grants CanBypassMoveRestrictions (BF_ADMIN & /// BF_IMMUNE_CELL_RESTRICTIONS) bypasses; an ordinary cell (no /// restriction_obj authored) is a no-op; otherwise retail resolves /// the restriction weenie and asks CanMoveInto — acdream has no /// owner/guest-list model for that yet, so it fails CLOSED (Collided), /// matching retail's own fallback when the restriction object can't be /// resolved (pc:704-716). /// /// public sealed class Ap71EntryRestrictionGateTests { private const uint RestrictionObjGuid = 0x80001234u; [Fact] public void OrdinaryCell_NoRestrictionObj_IsNoOp_ForPlayer() { var mover = new ObjectInfo { State = ObjectInfoState.IsPlayer }; Assert.Equal(TransitionState.OK, mover.CheckEntryRestrictions(cellRestrictionObj: 0)); } [Fact] public void OrdinaryCell_NoRestrictionObj_IsNoOp_ForNonPlayer() { // NPCs/props aren't players; confirms the gate is a genuine no-op for // the overwhelmingly common (non-house) content regardless of mover kind. var mover = new ObjectInfo { State = ObjectInfoState.None }; Assert.Equal(TransitionState.OK, mover.CheckEntryRestrictions(cellRestrictionObj: 0)); } [Fact] public void RestrictedCell_NonPlayerMover_Bypasses() { // Retail's (state & 0x100) == 0 -> OK early return: NPCs/props never // gated by house restrictions regardless of the cell's restriction_obj. var mover = new ObjectInfo { State = ObjectInfoState.None }; Assert.Equal( TransitionState.OK, mover.CheckEntryRestrictions(RestrictionObjGuid)); } [Fact] public void RestrictedCell_PlayerMover_CannotBypass_FailsClosed() { // A restricted cell, a player mover, no CanBypassMoveRestrictions bit: // acdream cannot resolve CanMoveInto (no guest-list model) -> Collided, // matching retail's own fallback when the restriction weenie can't be // resolved (pc:704-716 fallthrough to COLLIDED_TS). var mover = new ObjectInfo { State = ObjectInfoState.IsPlayer }; Assert.Equal( TransitionState.Collided, mover.CheckEntryRestrictions(RestrictionObjGuid)); } [Fact] public void RestrictedCell_PlayerMover_CanBypassMoveRestrictions_PassesThrough() { // BF_ADMIN & BF_IMMUNE_CELL_RESTRICTIONS both set on the mover's own // PWD bitfield (via EntityCollisionFlagsExt.ToMoverState) -> OK. var mover = new ObjectInfo { State = ObjectInfoState.IsPlayer | ObjectInfoState.CanBypassMoveRestrictions, }; Assert.Equal( TransitionState.OK, mover.CheckEntryRestrictions(RestrictionObjGuid)); } // ── PWD-bitfield decode (mirrors the existing EntityCollisionFlagsTests // pattern for IsPK/IsPKLite/IsImpenetrable) ───────────────────────────── [Fact] public void FromPwdBitfield_OnlyAdminBit_DoesNotGrantBypass() { // BF_ADMIN alone (0x100000) is not sufficient — retail ANDs both bits. var flags = EntityCollisionFlagsExt.FromPwdBitfield(0x100000u); Assert.False(flags.HasFlag(EntityCollisionFlags.CanBypassMoveRestrictions)); } [Fact] public void FromPwdBitfield_OnlyImmuneCellRestrictionsBit_DoesNotGrantBypass() { // BF_IMMUNE_CELL_RESTRICTIONS alone (0x400000) is not sufficient either. var flags = EntityCollisionFlagsExt.FromPwdBitfield(0x400000u); Assert.False(flags.HasFlag(EntityCollisionFlags.CanBypassMoveRestrictions)); } [Fact] public void FromPwdBitfield_BothAdminAndImmuneCellRestrictionsBits_GrantsBypass() { uint bitfield = 0x100000u | 0x400000u; var flags = EntityCollisionFlagsExt.FromPwdBitfield(bitfield); Assert.True(flags.HasFlag(EntityCollisionFlags.CanBypassMoveRestrictions)); } [Fact] public void ToMoverState_CanBypassMoveRestrictions_TranslatesIndependently() { Assert.Equal( ObjectInfoState.CanBypassMoveRestrictions, EntityCollisionFlags.CanBypassMoveRestrictions.ToMoverState()); } [Fact] public void FromPwdBitfield_ThenToMoverState_EndToEnd_AdminBypassesRestriction() { // Full pipeline: a wire bitfield with BF_PLAYER | BF_ADMIN | // BF_IMMUNE_CELL_RESTRICTIONS decodes through FromPwdBitfield -> // ToMoverState -> ORs into moverFlags -> ObjectInfo.State -> // CheckEntryRestrictions passes through a restricted cell. uint bitfield = 0x8u | 0x100000u | 0x400000u; ObjectInfoState moverState = ObjectInfoState.IsPlayer | EntityCollisionFlagsExt.FromPwdBitfield(bitfield).ToMoverState(); var mover = new ObjectInfo { State = moverState }; Assert.Equal( TransitionState.OK, mover.CheckEntryRestrictions(RestrictionObjGuid)); } // ── CellPhysics.RestrictionObj plumbing (ordinary-cell no-op proof) ──── [Fact] public void CellPhysics_DefaultRestrictionObj_IsZero() { // Default-constructed CellPhysics (the shape every existing test // fixture builds) carries RestrictionObj == 0 — the exact "ordinary // cell" no-op input CheckEntryRestrictions expects. Proves the new // field cannot silently flip any existing fixture's behavior. var cellPhysics = new CellPhysics { WorldTransform = System.Numerics.Matrix4x4.Identity, InverseWorldTransform = System.Numerics.Matrix4x4.Identity, Resolved = new System.Collections.Generic.Dictionary(), }; Assert.Equal(0u, cellPhysics.RestrictionObj); } // ── End-to-end: the gate wired into Transition.FindEnvCollisions ────── // A single indoor cell with an EMPTY physics BSP (no walls of its own) — // the ONLY thing that can stop the sphere here is the entry-restriction // gate. Proves the wiring at the top of FindEnvCollisions's indoor // branch, not just the pure CheckEntryRestrictions logic above. private const uint CellId = 0xA9B40157u; private static CellPhysics MakeIndoorCell(uint restrictionObj) => new() { BSP = new PhysicsBSPTree { Root = new PhysicsBSPNode { Type = BSPNodeType.Leaf, BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 10f }, }, }, WorldTransform = Matrix4x4.Identity, InverseWorldTransform = Matrix4x4.Identity, Resolved = new Dictionary(), CellBSP = new CellBSPTree { Root = new CellBSPNode { Type = BSPNodeType.Leaf } }, RestrictionObj = restrictionObj, }; private static PhysicsEngine MakeEngine(CellPhysics cellPhysics) { var engine = new PhysicsEngine(); engine.DataCache = new PhysicsDataCache(); engine.DataCache.RegisterCellStructForTest(CellId, cellPhysics); return engine; } [Fact] public void EndToEnd_RestrictedCell_PlayerCannotBypass_TransitionHaltsAtOrigin() { var engine = MakeEngine(MakeIndoorCell(restrictionObj: 0xABCDu)); var from = new Vector3(0.1f, 0f, 0.2f); var to = new Vector3(0.7f, 0f, 0.2f); var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, cellId: CellId); t.ObjectInfo.State |= ObjectInfoState.IsPlayer; t.FindTransitionalPosition(engine); Assert.True( System.MathF.Abs(t.SpherePath.CurPos.X - from.X) < 1e-4f, $"Restricted cell must halt the player at the origin; CurPos.X={t.SpherePath.CurPos.X:F4}"); } [Fact] public void EndToEnd_RestrictedCell_PlayerCanBypass_TransitionReachesTarget() { var engine = MakeEngine(MakeIndoorCell(restrictionObj: 0xABCDu)); var from = new Vector3(0.1f, 0f, 0.2f); var to = new Vector3(0.7f, 0f, 0.2f); var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, cellId: CellId); t.ObjectInfo.State |= ObjectInfoState.IsPlayer | ObjectInfoState.CanBypassMoveRestrictions; t.FindTransitionalPosition(engine); Assert.True( System.MathF.Abs(t.SpherePath.CurPos.X - to.X) < 1e-4f, $"An admin/bypass-flagged player must pass through unimpeded; CurPos.X={t.SpherePath.CurPos.X:F4}"); } [Fact] public void EndToEnd_OrdinaryCell_NoRestrictionObj_PlayerUnaffected() { // Zero-behavior-change proof: an ordinary (non-house) cell, empty BSP, // reaches the target exactly like it did before AP-71 landed. var engine = MakeEngine(MakeIndoorCell(restrictionObj: 0u)); var from = new Vector3(0.1f, 0f, 0.2f); var to = new Vector3(0.7f, 0f, 0.2f); var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, cellId: CellId); t.ObjectInfo.State |= ObjectInfoState.IsPlayer; t.FindTransitionalPosition(engine); Assert.True( System.MathF.Abs(t.SpherePath.CurPos.X - to.X) < 1e-4f, $"Ordinary cell must be a complete no-op; CurPos.X={t.SpherePath.CurPos.X:F4}"); } }