acdream/tests/AcDream.Core.Tests/Physics/ObstructionEtherealTests.cs
Erik 1a7c5aa006 fix(physics): port retail Layer-2 ethereal override -- open doors passable (pc:276961)
CPhysicsObj::FindObjCollisions at pc:276961-276989 has a two-layer mechanism for
ethereal doors. Layer 1 (BSPQuery Path-1 sphere_intersects_solid, pc:323742) already
ported in Task 3 handles the open-gap case. Layer 2 (pc:276963-276977) is a
force-reset that catches the residual case: when the player's sphere CENTER crosses
a thin ethereal slab, sphere_intersects_solid can still return Collided via
HitsSphere (polygon contact on the slab face). Without Layer 2, the opened door
remains an invisible wall until the player's center passes ~0.48m beyond the slab.

Port: in FindObjCollisionsInCell, immediately after the shape dispatch (BSP / Sphere /
Cylinder branches), insert the Layer-2 gate:
  if (result != OK && sp.ObstructionEthereal && !sp.StepDown && (obj.State & 0x1u) == 0)
    { result = OK; ci.CollisionNormalValid = false; }
The STATIC_PS (0x1) guard (pc:276969) ensures static-ethereal env geometry still
blocks. Cylinder/Sphere shapes already return OK from their own ObstructionEthereal
early-outs so Layer 2 is effectively BSP-only in practice, but is written
unconditionally matching retail.

Tests (ObstructionEtherealTests): three new BSP Layer-2 cases using a synthetic
wall polygon in local-space coordinates. (A) ethereal non-static: passable. (B)
ethereal+static: still blocks. (C) non-ethereal: still blocks. All 11 tests pass;
DoorCollision/CellarUp/CornerFlood/HouseExitWalk regression gate: 25/25 pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 21:03:08 +02:00

512 lines
22 KiB
C#

using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Unit tests for the <c>obstruction_ethereal</c> mechanism ported verbatim
/// from retail in Task 3 of the collision-inclusion phase.
///
/// <para>
/// Retail oracle: <c>CPhysicsObj::FindObjCollisions @ 0x0050f050</c>
/// (<c>acclient_2013_pseudo_c.txt:276782</c>):
/// <list type="bullet">
/// <item>pc:276782 -- Gate 1: instant-skip requires BOTH ETHEREAL_PS (0x4) AND
/// IGNORE_COLLISIONS_PS (0x10). ETHEREAL alone does NOT instant-skip.</item>
/// <item>pc:276806 -- ETHEREAL-alone sets <c>sphere_path.obstruction_ethereal = 1</c>
/// and continues to the shape dispatch.</item>
/// <item>pc:276989 -- After the per-object shape test, retail clears
/// <c>obstruction_ethereal = 0</c>.</item>
/// </list>
/// </para>
///
/// <para>
/// Consume site 1: <c>BSPTREE::find_collisions @ 0x0053a496</c>
/// (<c>acclient_2013_pseudo_c.txt:323742</c>): Path 1 fires when
/// <c>insert_type == PLACEMENT_INSERT || obstruction_ethereal != 0</c>,
/// routing to <c>sphere_intersects_solid</c> (passable-ethereal) instead
/// of the blocking paths.
/// </para>
///
/// <para>
/// Consume site 2: <c>CSphere::intersects_sphere @ 0x00537ae4</c>
/// (<c>acclient_2013_pseudo_c.txt:321692</c>): The ethereal branch performs
/// a proximity check only (no push-back, no COLLIDED return). All code
/// paths in the branch are void returns -- the player is fully passable.
/// </para>
///
/// <para>
/// Consume site 3: <c>CCylSphere::intersects_sphere @ 0x0053b4a0</c>
/// (<c>acclient_2013_pseudo_c.txt:324573</c>): Same pattern -- the ethereal
/// branch calls <c>collides_with_sphere</c> for an overlap check only, all
/// returns are void, no COLLIDED result -- the player is fully passable.
/// </para>
///
/// <para>
/// Task 3 follow-up (2026-06-24): the Sphere and Cylinder consume sites
/// are now implemented in <c>SphereCollision</c> and <c>CylinderCollision</c>
/// in <c>TransitionTypes.cs</c>. The tests below verify:
/// <list type="bullet">
/// <item>Ethereal-alone Cylinder target -> passable (no CollisionNormalValid).</item>
/// <item>Ethereal-alone Sphere target -> passable (no CollisionNormalValid).</item>
/// <item>Non-ethereal Cylinder target -> still blocks (regression guard).</item>
/// <item>Non-ethereal Sphere target -> still blocks (regression guard).</item>
/// </list>
/// </para>
///
/// <para>
/// Layer-2 BSP override (D4+W1, 2026-06-24): retail
/// <c>CPhysicsObj::FindObjCollisions pc:276961-276989</c> force-resets
/// a Collided result from BSP Path-1 to OK when the target is ETHEREAL and
/// NOT STATIC. Tests for this Layer-2 path cover the three sub-cases:
/// ethereal non-static (passable), ethereal static (still blocks),
/// and non-ethereal (still blocks -- regression guard).
/// </para>
///
/// <para>
/// Retail divergence register: row AD-7 retired in the original Task 3 commit --
/// the ETHEREAL-alone shim is replaced by the faithful port.
/// </para>
/// </summary>
public class ObstructionEtherealTests
{
private const uint ETHEREAL_PS = 0x4u;
private const uint IGNORE_COLLISIONS_PS = 0x10u;
// Gate-1 tests: ShouldSkip dual-bit contract
[Fact]
public void ShouldSkip_BothBits_InstantSkip()
{
// ETHEREAL | IGNORE_COLLISIONS together -> instant-skip (Gate 1 fires).
// Retail pc:276782: `if ((state & 4) AND (state & 0x10)) return 1`.
Assert.True(CollisionExemption.ShouldSkip(
targetState: ETHEREAL_PS | IGNORE_COLLISIONS_PS,
targetFlags: EntityCollisionFlags.None,
moverState: ObjectInfoState.IsPlayer));
}
[Fact]
public void ShouldSkip_EtherealAlone_NotInstantSkip()
{
// ETHEREAL alone (0x4) must NOT instant-skip -- retail takes the
// obstruction_ethereal branch instead. The old AD-7 shim is retired.
// Retail pc:276782: only the COMBINED gate returns early; ETHEREAL-alone
// falls through to set obstruction_ethereal and run the shape test.
Assert.False(CollisionExemption.ShouldSkip(
targetState: ETHEREAL_PS,
targetFlags: EntityCollisionFlags.None,
moverState: ObjectInfoState.IsPlayer));
}
[Fact]
public void ShouldSkip_IgnoreCollisionsAlone_NotSkipped()
{
// IGNORE_COLLISIONS alone (0x10) without ETHEREAL -> not instant-skipped;
// falls through to shape dispatch (no obstruction_ethereal set either).
Assert.False(CollisionExemption.ShouldSkip(
targetState: IGNORE_COLLISIONS_PS,
targetFlags: EntityCollisionFlags.None,
moverState: ObjectInfoState.IsPlayer));
}
// SpherePath.ObstructionEthereal field
[Fact]
public void SpherePath_HasObstructionEtherealField()
{
// Compile-time check that the field was added to SpherePath.
var sp = new SpherePath();
Assert.False(sp.ObstructionEthereal); // default is false
sp.ObstructionEthereal = true;
Assert.True(sp.ObstructionEthereal);
}
// Cylinder shape: ethereal-alone -> passable
//
// Retail oracle: CCylSphere::intersects_sphere @ 0x0053b4a0 (pc:324573).
// When obstruction_ethereal != 0, all code paths return void (no COLLIDED).
// acdream mirrors this via `if (sp.ObstructionEthereal) return OK` at the
// top of CylinderCollision, before any overlap/slide logic.
[Fact]
public void CylinderEtherealAlone_IsPassable()
{
// A Cylinder-type shadow with state=ETHEREAL_PS (0x4, no 0x10).
// Player sphere sweeps directly into it. Expect NO collision response
// (CollisionNormalValid must stay false throughout all 20 ticks).
// Retail ref: CCylSphere::intersects_sphere pc:324573 -- ethereal branch
// does collides_with_sphere checks only (void return, never COLLIDED).
var engine = BuildEngineWithSingleShadow(
collisionType: ShadowCollisionType.Cylinder,
objectState: ETHEREAL_PS,
objectPos: new Vector3(12f, 12f, 0f),
radius: 0.3f,
cylHeight: 1.5f);
// Approach dead-center from -Y, sweeping +Y through the cylinder.
var start = new Vector3(12f, 11f, 0.48f);
var perTick = new Vector3(0f, 0.10f, 0f);
var (blocked, finalPos, _) = SweepUntilBlocked(engine, start, perTick, maxTicks: 20);
Assert.False(blocked,
$"Ethereal-alone Cylinder must be passable (no collision). " +
$"Sphere stopped at ({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}).");
}
[Fact]
public void CylinderNonEthereal_StillBlocks()
{
// Control: same Cylinder, state=0 (no ETHEREAL). Must still block.
// This guards the regression that the ethereal gate does NOT affect
// normal (non-ethereal) Cylinder objects.
var engine = BuildEngineWithSingleShadow(
collisionType: ShadowCollisionType.Cylinder,
objectState: 0u, // no ethereal bit
objectPos: new Vector3(12f, 12f, 0f),
radius: 0.3f,
cylHeight: 1.5f);
var start = new Vector3(12f, 11f, 0.48f);
var perTick = new Vector3(0f, 0.10f, 0f);
var (blocked, finalPos, _) = SweepUntilBlocked(engine, start, perTick, maxTicks: 20);
Assert.True(blocked,
$"Non-ethereal Cylinder must still block. " +
$"Sphere reached ({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}) after 20 ticks.");
}
// Sphere shape: ethereal-alone -> passable
//
// Retail oracle: CSphere::intersects_sphere @ 0x00537ae4 (pc:321692).
// When obstruction_ethereal != 0, all code paths return void (no COLLIDED).
// acdream mirrors this via `if (sp.ObstructionEthereal) return OK` at the
// top of SphereCollision.
[Fact]
public void SphereEtherealAlone_IsPassable()
{
// A Sphere-type shadow with state=ETHEREAL_PS (0x4, no 0x10).
// Player sphere sweeps directly into it. Expect NO collision response.
// Retail ref: CSphere::intersects_sphere pc:321692 -- ethereal branch
// does a proximity check only (void return, never COLLIDED / Slid).
var engine = BuildEngineWithSingleShadow(
collisionType: ShadowCollisionType.Sphere,
objectState: ETHEREAL_PS,
objectPos: new Vector3(12f, 12f, 0.48f),
radius: 0.4f,
cylHeight: 0f);
var start = new Vector3(12f, 11f, 0.48f);
var perTick = new Vector3(0f, 0.10f, 0f);
var (blocked, finalPos, _) = SweepUntilBlocked(engine, start, perTick, maxTicks: 20);
Assert.False(blocked,
$"Ethereal-alone Sphere must be passable (no collision). " +
$"Sphere stopped at ({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}).");
}
[Fact]
public void SphereNonEthereal_StillBlocks()
{
// Control: same Sphere, state=0 (no ETHEREAL). Must still block.
var engine = BuildEngineWithSingleShadow(
collisionType: ShadowCollisionType.Sphere,
objectState: 0u, // no ethereal bit
objectPos: new Vector3(12f, 12f, 0.48f),
radius: 0.4f,
cylHeight: 0f);
var start = new Vector3(12f, 11f, 0.48f);
var perTick = new Vector3(0f, 0.10f, 0f);
var (blocked, finalPos, _) = SweepUntilBlocked(engine, start, perTick, maxTicks: 20);
Assert.True(blocked,
$"Non-ethereal Sphere must still block. " +
$"Sphere reached ({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}) after 20 ticks.");
}
// Layer-2 BSP override -- retail CPhysicsObj::FindObjCollisions pc:276961-276989
//
// After BSP Path-1 (sphere_intersects_solid) returns Collided for a thin
// ethereal slab, retail's Layer-2 force-resets the result to OK for any
// NON-STATIC ethereal target (pc:276963-276977).
//
// Synthetic BSP fixture: a 1x2 m vertical wall polygon (normal=-Y) at
// world y=12, blocking the player approaching from y<12. The leaf has
// Solid=0 (default private-set value), so the collision comes from
// HitsSphere in SphereIntersectsSolidInternal -- exactly the "thin slab
// polygon contact" scenario that Layer-2 was designed to rescue.
//
// Sub-cases:
// A. Ethereal non-static BSP wall -> passable (Layer-2 fires, pc:276973).
// B. Ethereal STATIC BSP wall -> still blocks (STATIC_PS=0x1 suppresses
// Layer-2 per pc:276969: `if ((this->state & 1) == 0)`).
// C. Non-ethereal BSP wall -> still blocks (ObstructionEthereal=false;
// Layer-2 condition false -- regression guard).
private const uint Layer2LandblockId = 0xA9B50000u;
private const uint Layer2CellId = Layer2LandblockId | 0x0001u;
private const uint Layer2EntityId = 0xF4300u;
private const uint Layer2GfxObjId = 0xF4301u;
private const ushort WallPolyId = 1;
/// <summary>
/// Build a PhysicsEngine containing a synthetic BSP slab (vertical wall
/// polygon at y=12) registered with the given <paramref name="objectState"/>.
///
/// <para>
/// The wall polygon's normal is -Y (faces the player approaching from y less than 12).
/// The leaf has <c>Solid=0</c> (the default private-set value), so the only
/// collision path is <c>HitsSphere</c> in <c>SphereIntersectsSolidInternal</c>
/// -- the "thin slab polygon contact" case requiring Layer-2.
/// </para>
/// </summary>
private static PhysicsEngine BuildEngineWithBspSlab(uint objectState)
{
var heights = new byte[81];
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
var cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
engine.AddLandblock(
landblockId: Layer2LandblockId,
terrain: new TerrainSurface(heights, heightTable),
cells: System.Array.Empty<CellSurface>(),
portals: System.Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
// Vertical wall polygon in OBJECT-LOCAL space (object is at world (12,12,0)).
// Wall at local y=0, x in [-1,1], z in [-2,5]. Normal = -Y (faces the
// approaching player who is at world y<12 = local y<0).
// The player sphere is transformed to local space before BSP query:
// localOrigin = globalSphereOrigin - objectWorldPos = (12,y,0.48)-(12,12,0)
// = (0, y-12, 0.48). Starts at y-12=-1, sweeps toward 0.
var wallVerts = new[]
{
new Vector3(-1f, 0f, -2f),
new Vector3( 1f, 0f, -2f),
new Vector3( 1f, 0f, 5f),
new Vector3(-1f, 0f, 5f),
};
var wallNormal = new Vector3(0f, -1f, 0f);
float dVal = -Vector3.Dot(wallNormal, wallVerts[0]); // = 0
var wallPoly = new ResolvedPolygon
{
Vertices = wallVerts,
Plane = new System.Numerics.Plane(wallNormal, dVal),
NumPoints = 4,
SidesType = CullMode.None,
};
// Single leaf node, Solid=0 (private set -- default value = 0).
// This means SphereIntersectsSolidInternal won't short-circuit at the
// solid-leaf check; collision comes from HitsSphere on wallPoly.
// Bounding sphere in LOCAL space: covers x[-1,1], y=0, z[-2,5].
var leaf = new PhysicsBSPNode
{
Type = BSPNodeType.Leaf,
BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 6f },
};
leaf.Polygons.Add(WallPolyId);
var bspTree = new PhysicsBSPTree { Root = leaf };
var physics = new GfxObjPhysics
{
BSP = bspTree,
PhysicsPolygons = new Dictionary<ushort, DatReaderWriter.Types.Polygon>(),
Vertices = new VertexArray(),
Resolved = new Dictionary<ushort, ResolvedPolygon> { [WallPolyId] = wallPoly },
BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 6f },
};
cache.RegisterGfxObjForTest(Layer2GfxObjId, physics);
engine.ShadowObjects.Register(
entityId: Layer2EntityId,
gfxObjId: Layer2GfxObjId,
worldPos: new Vector3(12f, 12f, 0f),
rotation: System.Numerics.Quaternion.Identity,
radius: 10f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: Layer2LandblockId,
collisionType: ShadowCollisionType.BSP,
cylHeight: 0f,
scale: 1.0f,
state: objectState,
flags: EntityCollisionFlags.None);
return engine;
}
[Fact]
public void BspEtherealNonStatic_Layer2_IsPassable()
{
// Retail pc:276961-276989 Layer-2 gate: ETHEREAL (0x4) + NOT STATIC (no 0x1)
// -> force result = OK regardless of what BSP Path-1 returned.
// The synthetic wall polygon causes HitsSphere=true -> Path-1 Collided;
// Layer-2 must rescue it so the player passes through.
// Retail gate (pc:276969): `if ((this->state & 1) == 0)` -- non-static only.
const uint EtherealNonStatic = 0x4u; // ETHEREAL_PS, no STATIC_PS
var engine = BuildEngineWithBspSlab(EtherealNonStatic);
var start = new Vector3(12f, 11f, 0.48f);
var perTick = new Vector3(0f, 0.10f, 0f);
var (blocked, finalPos, _) = SweepUntilBlocked(engine, start, perTick, maxTicks: 30,
startCellId: Layer2CellId);
Assert.False(blocked,
$"Ethereal non-static BSP slab must be passable via Layer-2 override " +
$"(retail pc:276973). Sphere stopped at " +
$"({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}).");
}
[Fact]
public void BspEtherealStatic_Layer2Suppressed_StillBlocks()
{
// Retail pc:276969 gate: STATIC_PS (0x1) set -> Layer-2 does NOT fire.
// Even though the target is ETHEREAL (0x4), the STATIC bit keeps the
// Collided result intact. Static ethereal geometry (env shell nodes)
// should still block per retail's `if ((this->state & 1) == 0)` check.
const uint EtherealStatic = 0x4u | 0x1u; // ETHEREAL_PS | STATIC_PS
var engine = BuildEngineWithBspSlab(EtherealStatic);
var start = new Vector3(12f, 11f, 0.48f);
var perTick = new Vector3(0f, 0.10f, 0f);
var (blocked, finalPos, _) = SweepUntilBlocked(engine, start, perTick, maxTicks: 30,
startCellId: Layer2CellId);
Assert.True(blocked,
$"Ethereal STATIC BSP slab must still block (Layer-2 suppressed by STATIC_PS=0x1). " +
$"Sphere reached ({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}).");
}
[Fact]
public void BspNonEthereal_NotPassable_RegressionGuard()
{
// Control: non-ethereal BSP wall (state=0) must block as normal.
// sp.ObstructionEthereal is false -> Layer-2 condition is false ->
// the Collided result from BSP Path-1 is not reset. Regression guard
// that the Layer-2 insert does NOT affect ordinary walls/doors.
const uint NonEthereal = 0x0u;
var engine = BuildEngineWithBspSlab(NonEthereal);
var start = new Vector3(12f, 11f, 0.48f);
var perTick = new Vector3(0f, 0.10f, 0f);
var (blocked, finalPos, _) = SweepUntilBlocked(engine, start, perTick, maxTicks: 30,
startCellId: Layer2CellId);
Assert.True(blocked,
$"Non-ethereal BSP slab must still block (Layer-2 does not apply when " +
$"sp.ObstructionEthereal=false). Sphere reached " +
$"({finalPos.X:F3},{finalPos.Y:F3},{finalPos.Z:F3}).");
}
// Helpers
private const uint TestLandblockId = 0xA9B40000u;
private const uint TestCellId = TestLandblockId | 0x0001u;
private const uint TestEntityId = 0xF4201u;
private const uint TestGfxObjId = 0xF4202u;
private const float SphereRadius = 0.48f;
private const float SphereHeight = 1.20f;
private const float StepUpHeight = 0.60f;
private const float StepDownHeight = 0.04f;
/// <summary>
/// Build a minimal PhysicsEngine with a synthetic flat landblock
/// and a single registered shadow entry at <paramref name="objectPos"/>
/// with the given collision type and state bits.
/// No dat required -- Cylinder and Sphere shapes need no GfxObj/BSP.
/// </summary>
private static PhysicsEngine BuildEngineWithSingleShadow(
ShadowCollisionType collisionType,
uint objectState,
Vector3 objectPos,
float radius,
float cylHeight)
{
var cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
// Stub landblock: flat terrain far below so it never interferes.
var heights = new byte[81];
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
engine.AddLandblock(
landblockId: TestLandblockId,
terrain: new TerrainSurface(heights, heightTable),
cells: System.Array.Empty<CellSurface>(),
portals: System.Array.Empty<PortalPlane>(),
worldOffsetX: 0f,
worldOffsetY: 0f);
// Register the target shadow. Cylinder/Sphere shapes don't need a
// GfxObj BSP in the cache -- FindObjCollisions only queries the cache
// for BSP collision types.
engine.ShadowObjects.Register(
entityId: TestEntityId,
gfxObjId: TestGfxObjId,
worldPos: objectPos,
rotation: System.Numerics.Quaternion.Identity,
radius: radius,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: TestLandblockId,
collisionType: collisionType,
cylHeight: cylHeight,
scale: 1.0f,
state: objectState,
flags: EntityCollisionFlags.None);
return engine;
}
/// <summary>
/// Sweep a player sphere by <paramref name="perTick"/> each step until
/// <c>CollisionNormalValid</c> fires or <paramref name="maxTicks"/> elapse.
/// Accepts an optional <paramref name="startCellId"/> for tests that use a
/// different landblock than the default <see cref="TestCellId"/>.
/// </summary>
private static (bool blocked, Vector3 finalPos, Vector3 normal)
SweepUntilBlocked(PhysicsEngine engine, Vector3 start, Vector3 perTick, int maxTicks,
uint startCellId = 0)
{
Vector3 pos = start;
uint cellId = startCellId != 0 ? startCellId : TestCellId;
bool onGround = false;
for (int tick = 0; tick < maxTicks; tick++)
{
Vector3 target = pos + perTick;
var result = engine.ResolveWithTransition(
pos, target, cellId,
SphereRadius, SphereHeight,
StepUpHeight, StepDownHeight,
onGround,
body: null,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0);
if (result.CollisionNormalValid)
return (true, result.Position, result.CollisionNormal);
pos = result.Position;
cellId = result.CellId;
onGround = result.IsOnGround;
}
return (false, pos, Vector3.Zero);
}
}