acdream/tests/AcDream.Core.Tests/Physics/Motion/ConstraintDistanceTests.cs
Erik e0629145ef feat(physics): P5 commit 1 - port ConstraintManager leash distance constants (#167)
Add ConstraintDistance (outdoor/indoor start=10/5, max=50/20), byte-decoded
from the matching retail binary (GetStartConstraintDistance 0x0050ebc0,
GetMaxConstraintDistance 0x0050ec10 - both x87-return functions BN elided).
Deliberately omits the vestigial player-vs-remote branch the disassembly
shows loads identical constants either way. Pins the ACE-inversion (ACE's
start mapping is outdoor 5/indoor 10, the opposite of the binary - the
binary wins). Adds a full-chain conformance test proving an armed,
over-strained leash actually blocks jump_is_allowed (0x47), not just the
bare stub-property regression already covered.

See docs/research/2026-07-30-constraint-leash-constants.md.
2026-07-30 11:54:35 +02:00

72 lines
2.7 KiB
C#

using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// Campaign P P5 (#167 / TS-35) golden values for
/// <see cref="ConstraintDistance"/> — byte-decoded from the matching retail
/// binary (docs/research/2026-07-30-constraint-leash-constants.md §1), not
/// guessed and not copied from ACE (whose start mapping is INVERTED).
/// </summary>
public sealed class ConstraintDistanceTests
{
// Outdoor landblock cell indices are 0x0001-0x00FF (low16 < 0x0100).
private const uint OutdoorCell = 0x12340007u;
// EnvCell (indoor) indices are 0x0100+ .
private const uint IndoorCell = 0x12340105u;
[Fact]
public void GetStartConstraintDistance_Outdoor_Is10NotAcesInverted5()
{
// ACE PhysicsObj.cs:620 maps outdoor start -> 5. The disassembly
// (0x0050ebc0) says 10. The binary wins.
Assert.Equal(10.0f, ConstraintDistance.GetStartConstraintDistance(OutdoorCell));
}
[Fact]
public void GetStartConstraintDistance_Indoor_Is5()
{
Assert.Equal(5.0f, ConstraintDistance.GetStartConstraintDistance(IndoorCell));
}
[Fact]
public void GetMaxConstraintDistance_Outdoor_Is50()
{
Assert.Equal(50.0f, ConstraintDistance.GetMaxConstraintDistance(OutdoorCell));
}
[Fact]
public void GetMaxConstraintDistance_Indoor_Is20()
{
Assert.Equal(20.0f, ConstraintDistance.GetMaxConstraintDistance(IndoorCell));
}
[Theory]
[InlineData(0x00FFu, false)]
[InlineData(0x0100u, true)]
[InlineData(0x0000u, false)]
[InlineData(0xFFFFu, true)]
public void IsIndoorCell_BoundaryIsLow16Ox0100(uint objCellId, bool expectedIndoor)
{
Assert.Equal(expectedIndoor, ConstraintDistance.IsIndoorCell(objCellId));
}
// The disassembly's "this == player_object" branch loads IDENTICAL
// constants on both sides (research doc §1, "vestigial" finding) — there
// is deliberately no player/remote parameter on this API. Pin that the
// SAME cell always yields the SAME band regardless of which kind of
// object (player or remote) is asking, by construction (no such
// parameter exists to differentiate them).
[Fact]
public void NoPlayerVsRemoteSplit_SameCellAlwaysYieldsSameBand()
{
float startA = ConstraintDistance.GetStartConstraintDistance(OutdoorCell);
float startB = ConstraintDistance.GetStartConstraintDistance(OutdoorCell);
float maxA = ConstraintDistance.GetMaxConstraintDistance(OutdoorCell);
float maxB = ConstraintDistance.GetMaxConstraintDistance(OutdoorCell);
Assert.Equal(startA, startB);
Assert.Equal(maxA, maxB);
}
}