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