using System.Numerics; using AcDream.Core.Physics; using Xunit; namespace AcDream.Core.Tests.Physics; // #145 Slice 2a — PhysicsBody carries a cell-relative CellPosition that rides alongside // the world Vector3 Position. The wire's local is LANDBLOCK-relative [0,192); the cell id // low word (which 24 m cell) = floor(local/24), so a consistent pair has // cell.lowword == cellIndex(local). Placement canonicalizes the outdoor seed (retail // SetPositionInternal/adjust_to_outside); motion mirrors the world delta into the local // and re-derives the cell every tick via AdjustToOutside. public class PhysicsBodyCellSyncTests { [Fact] public void SnapToCell_ConsistentOutdoorPair_SeedsAsGiven() { var body = new PhysicsBody(); // cell 0x23 = (lx=4, ly=2); local (100,50) is in that cell (floor(100/24)=4, floor(50/24)=2). body.SnapToCell(0xC95B0023u, worldPos: new Vector3(1000f, 2000f, 12f), cellLocal: new Vector3(100f, 50f, 12f)); Assert.Equal(0xC95B0023u, body.CellPosition.ObjCellId); Assert.Equal(new Vector3(100f, 50f, 12f), body.CellPosition.Frame.Origin); Assert.Equal(new Vector3(1000f, 2000f, 12f), body.Position); } [Fact] public void SnapToCell_InconsistentOutdoorPair_CanonicalizesCellFromLocal() { // #107 protection: retail re-derives the cell from the position on placement. // (cell 0x01, local in cell 0x23) is fixed to 0x23. var body = new PhysicsBody(); body.SnapToCell(0xC95B0001u, new Vector3(1000f, 2000f, 12f), new Vector3(100f, 50f, 12f)); Assert.Equal(0xC95B0023u, body.CellPosition.ObjCellId); Assert.Equal(new Vector3(100f, 50f, 12f), body.CellPosition.Frame.Origin); } [Fact] public void PositionDelta_WithinLandblock_UpdatesCellIndex() { var body = new PhysicsBody(); body.SnapToCell(0xC95B0023u, new Vector3(1000f, 2000f, 12f), new Vector3(100f, 50f, 12f)); body.Position += new Vector3(0f, 24f, 0f); // local (100,74) → cell (4,3) Assert.Equal(new Vector3(100f, 74f, 12f), body.CellPosition.Frame.Origin); // low word for (lx=4, ly=3): (ly&7) + ((lx&7)<<3) + 1 = 3 + 32 + 1 = 0x24 Assert.Equal(0xC95B0024u, body.CellPosition.ObjCellId); Assert.Equal(new Vector3(1000f, 2024f, 12f), body.Position); // world still authoritative + moved } [Fact] public void PositionDelta_AcrossSouthLandblockEdge_BumpsCellAndRewraps() { var body = new PhysicsBody(); body.SnapToCell(0xC95B0001u, new Vector3(1000f, 2000f, 12f), new Vector3(100f, 0.3f, 12f)); body.Position += new Vector3(0f, -1f, 0f); // local Y → -0.7 → south neighbour, ~191.3 int lbY = (int)((body.CellPosition.ObjCellId >> 16) & 0xFFu); Assert.Equal(0x5A, lbY); // bumped to south neighbour 0xC95A Assert.InRange(body.CellPosition.Frame.Origin.Y, 190f, 192f); // re-wrapped near top of southern block } [Fact] public void PositionDelta_WithoutSeed_LeavesCellPositionDefault() { // A body never SnapToCell'd (e.g. a remote entity) gets no synthesized cell. var body = new PhysicsBody(); body.Position += new Vector3(10f, 10f, 0f); Assert.Equal(0u, body.CellPosition.ObjCellId); } [Fact] public void ContinuousTracking_LongWalkAcrossCellsAndBlock_NeverGoesStale() { // Refutes the "CellPosition goes stale" concern (incl. the indoor-transit case): // because the Position setter re-derives the cell via AdjustToOutside on EVERY // write, CellPosition continuously tracks the outdoor cell under the body's WORLD // position. The body is always world-space, so the world delta is frame-invariant — // there is no separate "interior" frame to desync. On any exit it is the correct // cell, never stale. var body = new PhysicsBody(); body.SnapToCell(0xC95B0001u, new Vector3(1000f, 2000f, 12f), new Vector3(10f, 10f, 12f)); // A winding walk: east within the block, then north across the 192 m boundary. foreach (var step in new[] { new Vector3(50f, 0f, 0f), new Vector3(50f, 0f, 0f), new Vector3(0f, 100f, 0f), new Vector3(0f, 100f, 0f), // local Y 110 → 210, crosses north into 0xC95C }) body.Position += step; // local accum (10,10)+(100,200) = (110,210); Y 210 wraps to the north neighbour // 0xC95C (lbY 0x5B → 0x5C), local Y = 210−192 = 18; cell (lx=4, ly=0) → low 0x21. Assert.Equal(0xC95C0021u, body.CellPosition.ObjCellId); Assert.Equal(new Vector3(110f, 18f, 12f), body.CellPosition.Frame.Origin); // And the carried (cell, local) is already canonical — re-deriving does not march. uint cell = body.CellPosition.ObjCellId; var local = body.CellPosition.Frame.Origin; Assert.True(LandDefs.AdjustToOutside(ref cell, ref local)); Assert.Equal(body.CellPosition.ObjCellId, cell); } }