Retail CPhysicsObj::FindObjCollisions (0x0050f050) only instant-skips when BOTH ETHEREAL_PS (0x4) AND IGNORE_COLLISIONS_PS (0x10) are set (pc:276782). ETHEREAL-alone sets sphere_path.obstruction_ethereal=1 (pc:276806) and continues to the shape dispatch. BSPTREE::find_collisions (0x0053a496) routes Path 1 (sphere_intersects_solid) when the flag is set (pc:323742): the open door has no solid leaf at the doorway, so the test returns OK → player passes through. CEnvCell::find_env_collisions (0x0052c144) clears the flag first so ENV walls are never weakened (pc:309580, "D5 clear"). Changes: - CollisionExemption.ShouldSkip: require BOTH bits for Gate-1 early-out (previously ETHEREAL alone returned true — the AD-7 shim). Divergence register row AD-7 deleted. - SpherePath: add ObstructionEthereal field (mirrors retail SPHEREPATH.obstruction_ethereal). - FindObjCollisionsInternal loop: set sp.ObstructionEthereal=(target&0x4)!=0 before shape dispatch; clear it after (per-object clear pc:276989). Also clear at the null-BSP continue site to keep flag clean. - FindEnvCollisions: clear sp.ObstructionEthereal=false at top (D5 clear pc:309580) — ENV cell walls are always solid. - BSPQuery.FindCollisions Path 1: change `obj.Ethereal` (ObjectInfo.Ethereal, always false — dead code) to `path.ObstructionEthereal`. Gate now correctly mirrors retail pc:323742: PLACEMENT_INSERT || obstruction_ethereal. Consume site change (BSPQuery.cs before/after): BEFORE: if (path.InsertType == InsertType.Placement || obj.Ethereal) AFTER: if (path.InsertType == InsertType.Placement || path.ObstructionEthereal) Mirrors retail pc:323742 exactly. obj.Ethereal was dead code (ObjectInfo.Ethereal is never set true anywhere); the correct flag is SpherePath.ObstructionEthereal. Tests: 1580 pass / 0 fail / 2 skip (was 1576/0/2 + 4 new in ObstructionEtherealTests. CellarUp, CornerFlood, DoorCollision, HouseExitWalk all green — no wall regressions. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
173 lines
7 KiB
C#
173 lines
7 KiB
C#
using AcDream.Core.Physics;
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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 <see cref="CollisionExemption"/> — Commit C of the
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/// 2026-04-29 live-entity collision port. Covers retail's
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/// <c>CPhysicsObj::FindObjCollisions</c> exemption block, ported
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/// line-for-line from
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/// <c>docs/research/named-retail/acclient_2013_pseudo_c.txt:276782-276839,276971</c>.
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///
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/// <para>
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/// Behaviour matrix (target / mover columns):
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/// </para>
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/// <list type="table">
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/// <listheader><term>Mover</term><term>Target</term><description>Skip?</description></listheader>
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/// <item><term>any</term><term>ETHEREAL+IGNORE_COLLISIONS</term><description>YES (early-out)</description></item>
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/// <item><term>IsViewer</term><term>IsCreature</term><description>YES (camera ray-test passes through)</description></item>
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/// <item><term>IGNORE_CREATURES</term><term>IsCreature</term><description>YES (mover walks through creatures)</description></item>
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/// <item><term>IsPlayer</term><term>IsPlayer (no PK)</term><description>YES (non-PK pair walks through)</description></item>
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/// <item><term>IsPlayer + IsPK</term><term>IsPlayer + IsPK</term><description>NO (PK pair collides)</description></item>
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/// <item><term>IsPlayer + IsPKLite</term><term>IsPlayer + IsPKLite</term><description>NO (PKLite pair collides)</description></item>
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/// <item><term>IsPlayer</term><term>IsPlayer + IsImpenetrable</term><description>NO (Impenetrable target always collides)</description></item>
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/// <item><term>IsPlayer + IsPK</term><term>IsPlayer (no PK)</term><description>YES (mismatched PK skip)</description></item>
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/// <item><term>IsPlayer</term><term>IsCreature (NPC)</term><description>NO (player vs NPC always collides)</description></item>
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/// </list>
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/// </summary>
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public class CollisionExemptionTests
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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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[Fact]
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public void EtherealAndIgnoreCollisions_AlwaysSkipped()
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{
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// Target with both bits set is exempted from any mover.
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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 EtherealOnly_NotInstantSkipped()
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{
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// Task 3 (2026-06-24): AD-7 shim retired. ETHEREAL alone (0x4) no
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// longer instant-skips — retail requires BOTH ETHEREAL_PS (0x4) AND
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// IGNORE_COLLISIONS_PS (0x10) for the Gate-1 early-out.
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// ETHEREAL-alone takes the obstruction_ethereal path: ShouldSkip
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// returns false → sp.ObstructionEthereal = true → BSP Path 1 fires
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// (sphere_intersects_solid) → open door is passable because its BSP
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// has no solid leaf at the opening. Retail pc:276782 / 0x0050f067.
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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 Viewer_VsCreature_Skipped()
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{
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// Camera-ray viewer transitions through creatures.
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Assert.True(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsCreature,
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moverState: ObjectInfoState.IsViewer));
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}
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[Fact]
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public void Viewer_VsNonCreature_NotSkipped()
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{
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.None,
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moverState: ObjectInfoState.IsViewer));
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}
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[Fact]
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public void IgnoreCreatures_VsCreature_Skipped()
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{
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// Per acclient_2013_pseudo_c.txt:276971 — an arrow with
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// IGNORE_CREATURES doesn't get blocked by the very monster it's
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// tracking towards (until missile_ignore filters its target).
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Assert.True(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsCreature,
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moverState: ObjectInfoState.IgnoreCreatures));
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}
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[Fact]
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public void NonPkPlayer_VsNonPkPlayer_Skipped()
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{
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// The user-visible payoff: two ordinary players walk through each
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// other instead of blocking.
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Assert.True(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer,
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moverState: ObjectInfoState.IsPlayer));
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}
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[Fact]
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public void Pk_VsPk_NotSkipped()
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{
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// Two PK players collide.
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPK,
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moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPK));
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}
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[Fact]
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public void PkLite_VsPkLite_NotSkipped()
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{
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPKLite,
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moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPKLite));
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}
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[Fact]
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public void Pk_VsNonPk_Skipped()
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{
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// Mismatched PK status: still exempt — only matching pair collides.
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Assert.True(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer,
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moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPK));
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}
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[Fact]
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public void Pk_VsPkLite_Skipped()
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{
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// PK and PKLite are different pools — pair doesn't match.
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Assert.True(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsPKLite,
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moverState: ObjectInfoState.IsPlayer | ObjectInfoState.IsPK));
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}
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[Fact]
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public void ImpenetrableTarget_VsAnyPlayer_NotSkipped()
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{
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// Impenetrable target ("Free" PK status) always collides with
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// any player mover — regardless of mover's PK state.
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsImpenetrable,
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moverState: ObjectInfoState.IsPlayer));
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}
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[Fact]
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public void Player_VsCreature_NotSkipped()
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{
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// PvP exemption only applies player-on-player. Player vs creature
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// (NPC, monster) is the normal blocking case.
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsCreature,
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moverState: ObjectInfoState.IsPlayer));
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}
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[Fact]
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public void NonPlayerMover_VsPlayer_NotSkipped()
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{
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// PvP rule requires BOTH to be players. Mover is not a player
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// (e.g., dead-reckoned remote NPC) → no exemption applies.
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Assert.False(CollisionExemption.ShouldSkip(
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targetState: 0u,
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targetFlags: EntityCollisionFlags.IsPlayer,
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moverState: ObjectInfoState.None));
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}
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}
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