acdream/tests/AcDream.Core.Tests/Physics
Erik ffefc6977f feat(physics): live-entity collision plumbing (Commit A)
Plumbing-only foundation for the upcoming live-entity (NPC / monster
/ player) collision port. No behavior change — the new fields default
to zero/None so the 5 existing static-entity Register call sites in
GameWindow.cs are untouched.

Wire layer:
- CreateObject parser now surfaces PhysicsState (acclient.h:2815 —
  ETHEREAL_PS=0x4, IGNORE_COLLISIONS_PS=0x10, HAS_PHYSICS_BSP_PS=0x10000,
  ...) which the parser previously dropped at line ~337 with a bare
  `pos += 4`.
- CreateObject parser now surfaces ObjectDescriptionFlags (the retail
  PWD._bitfield trailer per acclient.h:6431-6463), where
  acclient_2013_pseudo_c.txt:406898-406918 ACCWeenieObject::IsPK /
  IsPKLite / IsImpenetrable read bits 5 / 25 / 21 directly. Previously
  read-and-discarded.
- WorldSession.EntitySpawn carries both new fields through to subscribers.

Physics layer:
- New `EntityCollisionFlags` enum (IsPlayer / IsCreature / IsPK /
  IsPKLite / IsImpenetrable) + `FromPwdBitfield` helper. Bit
  positions verified against retail's SetPlayerKillerStatus (
  acclient_2013_pseudo_c.txt:441868-441890) which maps
  PKStatusEnum→bitfield exactly: PK=0x4→bit5, PKLite=0x40→bit25,
  Free=0x20→bit21.
- `ShadowEntry` extended with `State` (raw PhysicsState bits) +
  `Flags` (decoded EntityCollisionFlags). Backward-compatible — all
  five existing landblock-entity Register call sites omit them.
- `ShadowObjectRegistry.UpdatePosition(entityId, pos, rot, ...)` —
  fast-path for the 5–10 Hz UpdatePosition (0xF748) stream the server
  emits per visible entity. Reuses the entry's existing shape +
  state + flags. Mirrors retail's CPhysicsObj::SetPosition
  (acclient_2013_pseudo_c.txt:284276) which keeps the same shape and
  re-registers cell membership.
- `ObjectInfoState` adds `IsPK = 0x800` and `IsPKLite = 0x1000`
  matching retail's OBJECTINFO::state bits (acclient.h:6190-6194).
  Used by Commit C's PvP exemption gate.

Tests:
- `EntityCollisionFlagsTests` — 7 tests covering empty / each bit
  alone / PK+player combo / unrelated-bit ignore.
- `ShadowObjectRegistryTests` — 5 new tests: UpdatePosition moves
  entry to new cell, preserves State/Flags, unregistered no-op,
  Register stores State/Flags, defaults are zero/None.
- `CreateObjectTests` — 3 new tests verifying PhysicsState + PWD
  bitfield (with PK / PKLite bit cases) parse and surface.

1454 → 1454 + 15 = covered by suite. dotnet build + dotnet test
green.

Foundation for Commit B (live-entity registration) and Commit C
(PvP exemption block in FindObjCollisions).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 13:12:56 +02:00
..
AnimationCommandRouterTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouterTests.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencerTests.cs fix(anim): Phase L.1c sequencer cycle fallback for missing MoveTo motion 2026-04-29 10:33:48 +02:00
BSPQueryTests.cs feat(physics): PhysicsDataCache + BSP sphere query 2026-04-13 23:28:39 +02:00
CellSurfaceTests.cs feat(core): Phase B.3 — CellSurface (indoor floor polygon projection) 2026-04-12 09:51:22 +02:00
CollisionPrimitivesTests.cs feat(physics): port 9 collision primitives from acclient.exe (chunk_00530000.c) 2026-04-12 23:53:47 +02:00
EntityCollisionFlagsTests.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
MotionCommandResolverTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
MotionInterpreterTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
PhysicsBodyTests.cs feat(core): port decompiled AC client physics — CollisionPrimitives + PhysicsBody 2026-04-12 23:54:51 +02:00
PhysicsEngineTests.cs feat(core): Phase B.3 — CellPortal-based indoor/outdoor transitions in PhysicsEngine 2026-04-12 18:22:55 +02:00
PlayerWeenieTests.cs feat(physics): PlayerWeenie with retail Run/Jump formulas 2026-04-13 23:15:25 +02:00
PortalPlaneTests.cs feat(core): Phase B.3 — PortalPlane (plane math + crossing detection) 2026-04-12 18:17:48 +02:00
RemoteMoveToDriverTests.cs fix(anim): Phase L.1c clamp approach velocity to prevent overshoot 2026-04-29 10:14:35 +02:00
ServerControlledLocomotionTests.cs fix(anim): Phase L.1c match MoveTo run speed 2026-04-28 20:58:22 +02:00
ShadowObjectRegistryTests.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
TerrainSurfaceTests.cs feat(core): Phase B.3 — TerrainSurface (outdoor heightmap Z + cell ID) 2026-04-12 09:51:54 +02:00
TransitionTests.cs feat(physics): Transition.FindTransitionalPosition core algorithm 2026-04-13 23:52:45 +02:00