using System.Collections.Generic;
using System.Numerics;
namespace AcDream.Core.Physics;
///
/// Cell-based spatial index for object collision. Each entity registers
/// into the outdoor terrain cells (24m × 24m) it overlaps. The Transition
/// system queries this to find nearby objects during collision detection.
///
/// Retail AC uses the same cell-based approach (no k-d tree / octree).
/// Outdoor cells are 24×24m (8 cells per 192m landblock, 64 cells per lb).
/// Cell ID = landblock high 16 bits | (cellX * 8 + cellY + 1) in low 16.
///
public sealed class ShadowObjectRegistry
{
private readonly Dictionary> _cells = new();
private readonly Dictionary> _entityToCells = new(); // for deregistration
///
/// Register an entity into the cells it overlaps based on world position + radius.
///
///
/// The optional +
/// parameters carry retail PhysicsState bits and decoded
/// respectively, so the
/// FindObjCollisions retail-faithful exemption block (PvP rule,
/// ETHEREAL skip, viewer-vs-creature) can short-circuit without an
/// extra lookup. Default state=0 + flags=None preserves
/// the original "static decoration" behavior — the existing 5
/// landblock-entity registration sites pass nothing.
///
///
public void Register(uint entityId, uint gfxObjId, Vector3 worldPos, Quaternion rotation,
float radius, float worldOffsetX, float worldOffsetY, uint landblockId,
ShadowCollisionType collisionType = ShadowCollisionType.BSP,
float cylHeight = 0f, float scale = 1.0f,
uint state = 0u,
EntityCollisionFlags flags = EntityCollisionFlags.None)
{
Deregister(entityId);
// The radius parameter should already be the WORLD-SPACE bounding
// radius (i.e., already multiplied by scale) so the broad-phase cell
// occupancy is correct. Callers are responsible for that.
float localX = worldPos.X - worldOffsetX;
float localY = worldPos.Y - worldOffsetY;
int minCx = Math.Max(0, (int)((localX - radius) / 24f));
int maxCx = Math.Min(7, (int)((localX + radius) / 24f));
int minCy = Math.Max(0, (int)((localY - radius) / 24f));
int maxCy = Math.Min(7, (int)((localY + radius) / 24f));
var entry = new ShadowEntry(entityId, gfxObjId, worldPos, rotation, radius,
collisionType, cylHeight, scale, state, flags);
var cellIds = new List();
uint lbPrefix = landblockId & 0xFFFF0000u;
for (int cx = minCx; cx <= maxCx; cx++)
{
for (int cy = minCy; cy <= maxCy; cy++)
{
uint cellId = lbPrefix | (uint)(cx * 8 + cy + 1);
cellIds.Add(cellId);
if (!_cells.TryGetValue(cellId, out var list))
{
list = new List();
_cells[cellId] = list;
}
list.Add(entry);
}
}
_entityToCells[entityId] = cellIds;
}
///
/// Update an already-registered entity's world position + rotation,
/// preserving its ,
/// , and shape parameters.
///
///
/// Cheaper than + for
/// the 5–10 Hz UpdatePosition (0xF748) stream the server emits
/// per visible entity: this is the path retail's
/// CPhysicsObj::SetPosition takes (cited at
/// acclient_2013_pseudo_c.txt:284276) — same shape, new cell
/// membership. If the entity isn't already registered, this is a
/// no-op so callers don't have to gate.
///
///
public void UpdatePosition(uint entityId, Vector3 worldPos, Quaternion rotation,
float worldOffsetX, float worldOffsetY, uint landblockId)
{
// Find the existing entry (any cell holds a copy with the same
// entity-scoped state + flags + shape).
if (!_entityToCells.TryGetValue(entityId, out var oldCells) || oldCells.Count == 0)
return;
ShadowEntry? template = null;
foreach (var oldCellId in oldCells)
{
if (_cells.TryGetValue(oldCellId, out var list))
{
foreach (var e in list)
{
if (e.EntityId == entityId)
{
template = e;
break;
}
}
}
if (template is not null) break;
}
if (template is null)
return;
// Preserve everything except position + rotation.
var t = template.Value;
Register(entityId, t.GfxObjId, worldPos, rotation, t.Radius,
worldOffsetX, worldOffsetY, landblockId,
t.CollisionType, t.CylHeight, t.Scale,
t.State, t.Flags);
}
///
/// Update the cached bits for an
/// already-registered entity. Called by the inbound
/// SetState (0xF74B) dispatcher when the server broadcasts a
/// post-spawn PhysicsState change — chiefly doors flipping
/// ETHEREAL_PS = 0x4 on Use, so the
/// short-circuit can honor
/// the new state on the next resolve.
///
///
/// Retail equivalent: CPhysicsObj::set_state at
/// docs/research/named-retail/acclient_2013_pseudo_c.txt:283044
/// — direct write `this->state = arg2`. Retail also fires side-effect
/// handlers for the 0x800 (lighting), 0x20 (nodraw), 0x4000 (hidden)
/// changed bits; ETHEREAL (0x4) doesn't trigger any of them, so slice 1
/// scopes to the bare state-write.
///
///
///
/// Implementation: is a value-type record
/// copied into per-cell lists, so we rewrite the copy in each cell the
/// entity occupies. Unregistered entities are a no-op (callers don't
/// have to gate).
///
///
public void UpdatePhysicsState(uint entityId, uint newState)
{
if (!_entityToCells.TryGetValue(entityId, out var cellIds))
return; // not registered — no-op
foreach (var cellId in cellIds)
{
if (!_cells.TryGetValue(cellId, out var list)) continue;
for (int i = 0; i < list.Count; i++)
{
if (list[i].EntityId == entityId)
list[i] = list[i] with { State = newState };
}
}
}
/// Remove an entity from all cells it was registered in.
public void Deregister(uint entityId)
{
if (!_entityToCells.TryGetValue(entityId, out var cellIds))
return;
foreach (var cellId in cellIds)
{
if (_cells.TryGetValue(cellId, out var list))
list.RemoveAll(e => e.EntityId == entityId);
}
_entityToCells.Remove(entityId);
}
/// Remove all entities belonging to a landblock.
public void RemoveLandblock(uint landblockId)
{
uint lbPrefix = landblockId & 0xFFFF0000u;
var toRemove = new List();
foreach (var kvp in _cells)
{
if ((kvp.Key & 0xFFFF0000u) == lbPrefix)
toRemove.Add(kvp.Key);
}
foreach (var cellId in toRemove)
_cells.Remove(cellId);
// Clean up entity-to-cell map
var entitiesToRemove = new List();
foreach (var kvp in _entityToCells)
{
kvp.Value.RemoveAll(c => (c & 0xFFFF0000u) == lbPrefix);
if (kvp.Value.Count == 0)
entitiesToRemove.Add(kvp.Key);
}
foreach (var eid in entitiesToRemove)
_entityToCells.Remove(eid);
}
/// Get all objects registered in a specific cell.
public IReadOnlyList GetObjectsInCell(uint cellId)
{
if (_cells.TryGetValue(cellId, out var list))
return list;
return Array.Empty();
}
///
/// Get all objects near a world position. Searches the given landblock plus
/// all 8 adjacent landblocks to handle objects near cell/landblock boundaries.
/// Within each landblock, queries only the cells the query sphere overlaps.
///
public void GetNearbyObjects(Vector3 worldPos, float queryRadius,
float worldOffsetX, float worldOffsetY, uint landblockId,
List results)
{
results.Clear();
var seen = new HashSet();
// Extract landblock X/Y from the ID.
int lbX = (int)((landblockId >> 24) & 0xFF);
int lbY = (int)((landblockId >> 16) & 0xFF);
// Search the player's landblock and all 8 neighbors.
for (int dx = -1; dx <= 1; dx++)
{
for (int dy = -1; dy <= 1; dy++)
{
int nx = lbX + dx;
int ny = lbY + dy;
if (nx < 0 || nx > 255 || ny < 0 || ny > 255) continue;
uint neighborLb = ((uint)nx << 24) | ((uint)ny << 16) | 0xFFFFu;
uint nbPrefix = neighborLb & 0xFFFF0000u;
// Compute local position relative to this neighbor landblock.
float nbOffX = worldOffsetX + dx * 192f;
float nbOffY = worldOffsetY + dy * 192f;
float localX = worldPos.X - nbOffX;
float localY = worldPos.Y - nbOffY;
int minCx = Math.Max(0, (int)((localX - queryRadius) / 24f));
int maxCx = Math.Min(7, (int)((localX + queryRadius) / 24f));
int minCy = Math.Max(0, (int)((localY - queryRadius) / 24f));
int maxCy = Math.Min(7, (int)((localY + queryRadius) / 24f));
for (int cx = minCx; cx <= maxCx; cx++)
{
for (int cy = minCy; cy <= maxCy; cy++)
{
uint cellId = nbPrefix | (uint)(cx * 8 + cy + 1);
if (!_cells.TryGetValue(cellId, out var list)) continue;
foreach (var entry in list)
{
if (seen.Add(entry.EntityId))
results.Add(entry);
}
}
}
}
}
}
public int TotalRegistered => _entityToCells.Count;
///
/// Debug: enumerate every registered ShadowEntry (deduplicated across cells).
/// For each entity, returns the first entry found in any cell it occupies.
/// Intended for debug rendering only.
///
public IEnumerable AllEntriesForDebug()
{
var seen = new HashSet();
foreach (var kvp in _cells)
{
foreach (var entry in kvp.Value)
{
if (seen.Add(entry.EntityId))
yield return entry;
}
}
}
}
///
/// Collision type for a shadow entry. BSP uses full polygon collision.
/// Cylinder uses a simple cylinder-sphere intersection test.
///
public enum ShadowCollisionType : byte { BSP, Cylinder }
public readonly record struct ShadowEntry(
uint EntityId,
uint GfxObjId,
Vector3 Position,
Quaternion Rotation,
float Radius,
ShadowCollisionType CollisionType = ShadowCollisionType.BSP,
float CylHeight = 0f,
float Scale = 1.0f,
///
/// Retail PhysicsState bits (acclient.h:2815). Used
/// by FindObjCollisions to honor ETHEREAL_PS=0x4 +
/// IGNORE_COLLISIONS_PS=0x10 short-circuits. Zero for static
/// landblock entities (default behavior matches pre-Commit-A).
///
uint State = 0u,
///
/// Decoded player / PK / PKLite / Impenetrable flags driving the
/// retail PvP exemption block in FindObjCollisions. Built
/// from PWD._bitfield at CreateObject time via
/// .
///
EntityCollisionFlags Flags = EntityCollisionFlags.None);