acdream/tests/AcDream.Core.Tests/Physics/EntityCollisionFlagsTests.cs
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

89 lines
3.6 KiB
C#

using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Unit tests for <see cref="EntityCollisionFlags"/> — Commit A of the
/// 2026-04-29 live-entity collision port. Verifies retail-faithful
/// conversion from PWD bitfield bits to the boolean collision-decision
/// flags that <c>FindObjCollisions</c> consumes for the PvP exemption.
///
/// <para>Bit positions confirmed against:</para>
/// <list type="bullet">
/// <item><c>docs/research/named-retail/acclient_2013_pseudo_c.txt:406898-406918</c>
/// (<c>ACCWeenieObject::IsPKLite/IsPK/IsImpenetrable</c>) — the
/// retail client itself reads bits 25 / 5 / 21 of <c>pwd._bitfield</c>.</item>
/// <item><c>docs/research/named-retail/acclient.h:6431-6463</c>
/// (<c>PublicWeenieDesc::BitfieldIndex</c>) — names the bits:
/// <c>BF_PLAYER=0x8</c>, <c>BF_PLAYER_KILLER=0x20</c>,
/// <c>BF_FREE_PKSTATUS=0x200000</c>, <c>BF_PKLITE_PKSTATUS=0x2000000</c>.</item>
/// <item><c>docs/research/named-retail/acclient_2013_pseudo_c.txt:441868-441890</c>
/// (<c>PublicWeenieDesc::SetPlayerKillerStatus</c>) — confirms
/// the writer maps PKStatusEnum values onto these exact bits.</item>
/// </list>
/// </summary>
public class EntityCollisionFlagsTests
{
[Fact]
public void FromPwdBitfield_AllZeros_NoFlags()
{
Assert.Equal(EntityCollisionFlags.None, EntityCollisionFlagsExt.FromPwdBitfield(0u));
}
[Fact]
public void FromPwdBitfield_PlayerBit_SetsIsPlayer()
{
// BF_PLAYER = 0x8 (bit 3)
var flags = EntityCollisionFlagsExt.FromPwdBitfield(0x8u);
Assert.True(flags.HasFlag(EntityCollisionFlags.IsPlayer));
Assert.False(flags.HasFlag(EntityCollisionFlags.IsPK));
}
[Fact]
public void FromPwdBitfield_PlayerKillerBit_SetsIsPK()
{
// BF_PLAYER_KILLER = 0x20 (bit 5)
var flags = EntityCollisionFlagsExt.FromPwdBitfield(0x20u);
Assert.True(flags.HasFlag(EntityCollisionFlags.IsPK));
Assert.False(flags.HasFlag(EntityCollisionFlags.IsPKLite));
}
[Fact]
public void FromPwdBitfield_PkLiteBit_SetsIsPKLite()
{
// BF_PKLITE_PKSTATUS = 0x2000000 (bit 25)
var flags = EntityCollisionFlagsExt.FromPwdBitfield(0x2000000u);
Assert.True(flags.HasFlag(EntityCollisionFlags.IsPKLite));
Assert.False(flags.HasFlag(EntityCollisionFlags.IsPK));
}
[Fact]
public void FromPwdBitfield_FreePkStatusBit_SetsIsImpenetrable()
{
// BF_FREE_PKSTATUS = 0x200000 (bit 21)
var flags = EntityCollisionFlagsExt.FromPwdBitfield(0x200000u);
Assert.True(flags.HasFlag(EntityCollisionFlags.IsImpenetrable));
}
[Fact]
public void FromPwdBitfield_PlayerAndPK_SetsBoth()
{
// A PK player: BF_PLAYER (0x8) | BF_PLAYER_KILLER (0x20) = 0x28
var flags = EntityCollisionFlagsExt.FromPwdBitfield(0x28u);
Assert.True(flags.HasFlag(EntityCollisionFlags.IsPlayer));
Assert.True(flags.HasFlag(EntityCollisionFlags.IsPK));
Assert.False(flags.HasFlag(EntityCollisionFlags.IsPKLite));
Assert.False(flags.HasFlag(EntityCollisionFlags.IsImpenetrable));
}
[Fact]
public void FromPwdBitfield_UnrelatedBits_Ignored()
{
// Set BF_OPENABLE (0x1), BF_INSCRIBABLE (0x2), BF_STUCK (0x4) — none
// map to collision flags. A creature spawn might have BF_ATTACKABLE
// (0x10) set; that's ItemType-derived IsCreature, not a PvP flag.
var flags = EntityCollisionFlagsExt.FromPwdBitfield(0x1u | 0x2u | 0x4u | 0x10u);
Assert.Equal(EntityCollisionFlags.None, flags);
}
}