Capture bisect (docs/research/2026-07-30-265-capture-bisect.md, mined from artifacts/matrix-session2-resolve.jsonl records 3415-3434) traced #265's lost roof slides / permanent landing freeze and #166's missing downhill sled to a pre-existing (2026-07-20, ten days before Campaign P - not a regression) mechanism in PlayerMovementController.cs's grounded quantum block: it hand-zeroed Velocity.X/Y to exactly zero every tick once OnWalkable whenever animation root motion drives the walk (the production graphical local-player path), discarding any residual horizontal momentum a fall left on the body before calc_friction (AP-7/AD-55, already correctly ported) or PhysicsBody. UpdatePhysicsInternal's Euler integrator ever got a chance to act on it. Two changes: 1. PhysicsEngine.cs now syncs body.GroundNormal (the vector calc_friction dots velocity against, per retail CPhysicsObj::calc_friction 0x0050ee70's `contact_plane.Normal` read) from the committed ContactPlane.Normal at the same commit point that already publishes ContactPlane. GroundNormal had zero production writers before this and silently defaulted to Vector3.UnitZ forever - even surviving velocity would have been tested against a fake flat-ground normal on any real slope. Core-level, so player, remote, ordinary, and projectile movers all benefit uniformly. 2. PlayerMovementController.cs's grounded block no longer reconstructs Velocity at all for the animation-root-motion case (only the headless/test-controller get_state_velocity fallback still does, unchanged). Root motion continues to fully own commanded locomotion; this only stops destroying whatever Velocity already holds, letting it compose with root motion through the same ResolveWithTransition sweep exactly as retail's CPhysicsObj::UpdatePositionInternal composes both channels. Symptom (a), the uphill-jump bounce, traces to a SEPARATE, byte-exact (re-verified against acclient_2013_pseudo_c.txt:282647-282760), already-closed retail mechanism (AD-25, PhysicsObjUpdate. HandleAllCollisions's shouldReflect gate) - confirmed orthogonal to this fix, not addressed here (see the research doc's as-fixed addendum §9.5). Issue265SteepSlopeCaptureBisectTests.cs gains a composed harness (ReplayRealRoofLandingComposed) mirroring PlayerMovementController.cs's per-tick composition against Core types only, proving: the old model reproduces the mined freeze exactly; the new model survives the landing and slides continuously (the real captured geometry glides at constant velocity per retail's own dot>=0.25 early-return - AP-7); a synthetic dot<0.25 case shows genuine exponential decay via calc_friction; and a synthetic uphill-bounce case proves the fix changes nothing about HandleAllCollisions's reflection decision. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
935 lines
46 KiB
C#
935 lines
46 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using AcDream.Core.Physics;
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using Xunit;
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using Xunit.Abstractions;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Issue #265 capture-driven bisection: "Steep-slope response set" (uphill-jump
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/// bounce, lost roof slide, edge wedge). This harness replays a REAL trajectory
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/// mined from a live capture (<c>ACDREAM_CAPTURE_RESOLVE</c>,
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/// <c>artifacts/matrix-session2-resolve.jsonl</c>, records 3415-3434) through a
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/// synthetic single-polygon <see cref="PhysicsEngine"/> built from the EXACT
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/// polygon the live capture landed on
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/// (<c>bodyAfter.walkableVertices</c>: (240,0,88),(264,0,80),(264,24,68),
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/// normal (2,3,6)/7 = (0.2857,0.4286,0.8571) — a moderate, WALKABLE-BY-THRESHOLD
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/// roof slope, <c>normal.Z=0.857 > PhysicsGlobals.FloorZ (0.6642)</c>).
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///
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/// <para>
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/// <b>Live symptom this reproduces (mining evidence):</b> the player falls
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/// (v ≈ (11.15, 14.13, -23.14) m/s at landing) onto this roof slope. Live capture
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/// record 3433 shows <c>collisionNormalValid=true</c>, the correct real polygon
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/// normal, and <c>walkablePolygonValid=true</c> — a legitimate walkable landing.
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/// Record 3434 (the very next tick) shows the body FROZEN: velocity forced to
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/// exactly (0,0,0), transientState=7 (Contact|OnWalkable|Sliding), and the
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/// position stays byte-identical for the remaining 12,292 captured ticks (to
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/// the end of the file) — i.e. the player never moves again. A second,
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/// independent instance of the same shape appears at records 3153-3199+ (a
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/// shallower ~18° roof edge, frozen for 46+ captured ticks). Full mining
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/// evidence: <c>docs/research/2026-07-30-265-capture-bisect.md</c>.
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/// </para>
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///
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/// <para>
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/// <b>Candidate mechanism (S1):</b> commit <c>db2889af</c> ("#116 shape-1")
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/// changed <c>BSPQuery.cs</c>'s Path-6 <c>hasSphere1</c> (head-sphere-only hit
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/// while airborne, foot sphere clear) branch from a steepness-gated
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/// SetCollide→Adjusted (shallow, Z≥FloorZ) / slide-tangent-then-Slid (steep,
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/// Z<FloorZ) dual path — IDENTICAL in shape to the still-unchanged sphere0
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/// (foot) branch a few lines above it — to an UNCONDITIONAL
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/// <c>SetCollisionNormal + return Collided</c>, regardless of steepness. A
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/// `Collided` return short-circuits <c>TransitionalInsert</c> immediately
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/// (<c>if (transitState == TransitionState.Collided) return
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/// TransitionState.Collided;</c>) — it never reaches the retry loop's Phase 3
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/// (<c>if (sp.Collide) ...DoCheckWalkable...Placement retry...</c>), which is
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/// the ONLY place a shallow/walkable head-sphere hit can smoothly commit to a
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/// real <c>ContactPlane</c> + <c>OnWalkable</c> via the SetCollide+Adjusted
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/// path. This test's real captured polygon has <c>normal.Z=0.857</c> — well
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/// ABOVE <c>FloorZ</c> (0.6642) — so it is the SHALLOW case, not the steep one;
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/// S1 removed the steepness branch entirely, so this shallow graze now takes
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/// the SAME hard-stop path a steep hit would.
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/// </para>
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///
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/// <para>
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/// <b>Method:</b> <see cref="ReplayRealRoofLanding"/> integrates the EXACT
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/// captured ballistic state (position + velocity) from record 3415 forward
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/// with real gravity (dt=1/30s, matching retail's tick rate), calling
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/// <see cref="PhysicsEngine.ResolveWithTransition"/> every tick exactly like
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/// <see cref="AcDream.Runtime.Gameplay.PlayerMovementController"/> does at the
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/// Core boundary (this harness intentionally stops at that boundary — it does
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/// NOT call <c>PhysicsObjUpdate.HandleAllCollisions</c> or model the R6
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/// animation-root-motion grounded-movement zeroing, both of which live outside
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/// Core and are confirmed NOT part of the S1/S2 candidate set — see the research
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/// doc). Once the mover reports <c>IsOnGround</c>, the harness keeps REQUESTING
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/// forward motion each tick (simulating held input) so a genuine "does the
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/// engine allow continued advance across this surface" signal is observable,
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/// rather than trivially replaying the live capture's own (already-frozen,
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/// no-input) subsequent targets.
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/// </para>
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///
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/// <para>
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/// <b>A/B protocol (see the research doc for the executed results):</b> this
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/// same test is run unmodified against (i) HEAD, (ii) <c>BSPQuery.cs</c> with
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/// the S1 sphere1 branch reverted to mirror the still-current sphere0 shape
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/// (local, uncommitted diagnostic edit), (iii) production unaffected by S2
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/// (calc_friction's AP-7 threshold) since S2 has zero call sites outside its
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/// own unit test — confirmed by <c>grep -rn "\.calc_friction(" src/</c> — so no
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/// S2 toggle is needed for THIS harness, and (iv) both. The per-tick dump
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/// (<see cref="TickSample"/> list, printed via <see cref="ITestOutputHelper"/>)
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/// is the diff target.
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/// </para>
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///
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/// <para>
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/// <b>2026-07-30 update:</b> the bisection above found the real culprit was
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/// NEITHER S1 nor S2 but a third, pre-existing mechanism outside Core
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/// entirely (<c>PlayerMovementController.cs</c>'s grounded-tick velocity
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/// zero) — see <c>docs/research/2026-07-30-265-capture-bisect.md</c> §4/§9.
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/// The "§2. #265/#166 ACCEPTANCE FIXTURE" section further down this file
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/// models that mechanism directly (the ORIGINAL harnesses above still
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/// intentionally stop at the bare <c>ResolveWithTransition</c> boundary and
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/// remain unchanged) and is the actual fix's acceptance test.
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/// </para>
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/// </summary>
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public class Issue265SteepSlopeCaptureBisectTests
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{
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private readonly ITestOutputHelper _out;
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public Issue265SteepSlopeCaptureBisectTests(ITestOutputHelper output) => _out = output;
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// ── Real captured polygon (bodyAfter.walkableVertices, record 3433) ──────
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// artifacts/matrix-session2-resolve.jsonl, tick 3433, cell 0xAAB40011.
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// normal = cross(v1-v0, v2-v0) normalized = (2,3,6)/7 exactly.
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private static readonly Vector3 RoofV0 = new(240f, 0f, 88f);
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private static readonly Vector3 RoofV1 = new(264f, 0f, 80f);
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private static readonly Vector3 RoofV2 = new(264f, 24f, 68f);
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// Outdoor cell suffix MUST be < 0x0100 (retail's indoor/outdoor LandCell
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// convention — CellTransit.BuildShadowCellSet branches on it) and its
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// block index must be (0,0) so that the flood's landblock-local grid math
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// (CellTransit.AddAllOutsideCells, an 8x8 24-m-cell grid over the 192-m
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// landblock) treats this harness's coordinates as directly landblock-local
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// — CellGraph.TryGetTerrainOrigin has no registered terrain for this
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// synthetic landblock so it Zero-falls-back, meaning raw "world" position
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// IS landblock-local position (documented anchor-frame convention, same
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// one Ts4SteepRoofWedgeCaptureTests/DoorBugTrajectoryReplayTests rely on).
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// The harness's very first run registered the shadow object at the REAL
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// captured world coordinates (X≈256) under this convention — 256 is
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// outside the valid [0,192) landblock-local range, so the flood produced
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// an empty cell set and the object was silently never registered at all
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// (zero collisions the whole replay). Fix: re-anchor the entire synthetic
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// scene (triangle + approach trajectory) at the roof centroid so every
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// coordinate here is small and landblock-local (see the research doc's
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// harness-commissioning note).
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// Suffix 0x0001 is the canonical (gridX=0, gridY=0) outdoor LandCell — the
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// grid cell whose local origin is (0,0) — matching this harness's
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// re-anchored roof centroid at world (0,0,0) (see the note above). An
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// earlier attempt used suffix 0x0011; CellTransit.AddAllOutsideCells'
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// LandDefs.AdjustToOutside re-derives the (lx,ly) grid cell from the
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// sphere's ACTUAL position and silently corrects a mismatched seed, so the
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// registration landed in cell 0x00000001 regardless of the literal seed
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// passed — GetObjectsInCell(0x00000011) found nothing (see the research
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// doc's harness-commissioning note).
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private const uint CellId = 0x00000001u;
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private const uint LandblockId = 0x00000000u;
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private const uint SyntheticGfxId = 0x265BEEF1u;
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private const int TicksPerSecond = 30;
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private const float Gravity = -9.8f;
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private const float SphereRadius = 0.48f; // production human Setup 0x02000001
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private const float SphereHeight = 1.835f; // production human Setup 0x02000001
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// Real captured state, record index 3415 (session2, tick 3415) — 18 ticks
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// before the landing/freeze at record 3433/3434. vx/vy are constant across
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// this whole approach (pure ballistic fall, no further horizontal drive).
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// Re-anchored: subtract RoofCentroid from the real captured world position
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// (see the landblock-local note above) — the RELATIVE approach geometry
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// (distance, direction, velocity) is preserved exactly.
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private static readonly Vector3 ApproachStartPosReal = new(244.59f, -0.81f, 92.79f);
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private static readonly Vector3 ApproachStartVel = new(11.1509495f, 14.129979f, -16.72f);
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// ShadowObjects.Register's broad-phase culls candidates by distance from
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// `worldPos` within `radius` — registering at Vector3.Zero with the real
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// (far-from-origin) captured world coordinates put the polygon ~264 units
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// from the query point, well outside any sane radius, so the very first
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// run of this harness found ZERO collisions at all (see the research doc's
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// "harness commissioning" note). Fix: register the entity at the
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// triangle's centroid and express the polygon in LOCAL coordinates
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// relative to that centroid (identity rotation, scale 1 — world = local +
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// worldPos reconstructs the exact real-world triangle).
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private static readonly Vector3 RoofCentroid = (RoofV0 + RoofV1 + RoofV2) / 3f;
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/// <param name="scale">
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/// Enlarges the triangle about its centroid while preserving its exact
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/// plane (the centroid is coplanar with its own triangle, so it sits at
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/// <c>d=0</c> once vertices are expressed centroid-relative — scaling a
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/// point on a plane through the origin keeps it on that SAME plane, so
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/// this changes neither the normal nor the landing point/tick of the
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/// original real-captured trajectory, only how much walkable area
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/// surrounds it). Default 1 preserves the exact real-captured triangle
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/// for the S1/S2 bisect tests above. The #265/#166 acceptance fixture
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/// below uses a larger scale so a genuine post-landing glide (tens of
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/// metres over dozens of ticks) doesn't run off this synthetic
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/// triangle's edge and confound the velocity-survival assertion with
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/// the SEPARATE, already-documented small-triangle-boundary artifact
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/// (research doc §7 item 2 — a stale/unrelated collision normal at the
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/// edge of the tiny real-captured triangle, reproduced and confirmed
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/// again by this task's own fixture; see the "as-fixed" addendum).
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/// </param>
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private static PhysicsEngine MakeRoofEngine(float scale = 1f)
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{
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float boundingRadius = 30f * MathF.Max(scale, 1f);
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var resolved = new Dictionary<ushort, ResolvedPolygon>();
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var verts = new[]
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{
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(RoofV0 - RoofCentroid) * scale,
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(RoofV1 - RoofCentroid) * scale,
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(RoofV2 - RoofCentroid) * scale,
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};
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var normal = Vector3.Normalize(Vector3.Cross(verts[1] - verts[0], verts[2] - verts[0]));
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float d = -Vector3.Dot(normal, verts[0]);
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resolved[1] = new ResolvedPolygon
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{
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Vertices = verts,
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Plane = new Plane(normal, d),
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NumPoints = 3,
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SidesType = CullMode.None,
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};
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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 = boundingRadius },
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};
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leaf.Polygons.Add(1);
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var heights = new byte[81];
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var heightTab = new float[256];
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for (int i = 0; i < 256; i++) heightTab[i] = -1000f; // terrain never interferes
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var engine = new PhysicsEngine();
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engine.AddLandblock(
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LandblockId,
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new TerrainSurface(heights, heightTab),
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System.Array.Empty<CellSurface>(),
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System.Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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var cache = new PhysicsDataCache();
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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, Polygon>(),
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Vertices = new VertexArray(),
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Resolved = resolved,
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BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = boundingRadius },
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};
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cache.RegisterGfxObjForTest(SyntheticGfxId, physics);
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engine.DataCache = cache;
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// ShadowObjectRegistry is the per-cell shadow-object index (BR-7/A6.P4):
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// Register() FLOODS from a SEED CELL outward and registers the entity
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// into the resulting cell set; the query side (GetObjectsInCell) looks
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// up strictly by the mover's CURRENT cell id. Leaving seedCellId at its
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// default (0u) makes Register() call DeriveOutdoorSeed(worldPos, ...),
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// which computes its OWN outdoor landcell id from world position — for
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// the real captured coordinates used here (worldPos.X=256, well outside
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// landblock 0xAAB40000's own 192 m span) that derives to a DIFFERENT
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// cell than the literal CellId this harness resolves against, so the
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// very first run of this fixture found zero collisions (see the
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// research doc's harness-commissioning note). Passing seedCellId
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// explicitly bypasses the derivation and floods from the exact cell
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// the replay loop queries.
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engine.ShadowObjects.Register(
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entityId: SyntheticGfxId,
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gfxObjId: SyntheticGfxId,
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worldPos: Vector3.Zero,
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rotation: Quaternion.Identity,
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radius: boundingRadius,
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worldOffsetX: 0f,
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worldOffsetY: 0f,
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landblockId: LandblockId,
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collisionType: ShadowCollisionType.BSP,
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scale: 1.0f,
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seedCellId: CellId);
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return engine;
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}
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public sealed record TickSample(
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int Tick,
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Vector3 Pos,
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float Advance,
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bool CollisionNormalValid,
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Vector3 CollisionNormal,
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bool OnGround,
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int FrozenStreak);
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/// <summary>
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/// Replays the real captured ballistic approach + landing, then keeps
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/// REQUESTING forward motion (simulating held input) for
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/// <paramref name="postLandingTicks"/> additional ticks once grounded, to
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/// see whether the engine allows continued advance across the roof surface
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/// or wedges in place. Returns one <see cref="TickSample"/> per tick.
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/// </summary>
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public static List<TickSample> ReplayRealRoofLanding(int postLandingTicks = 60)
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{
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var engine = MakeRoofEngine();
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const float dt = 1f / TicksPerSecond;
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var body = new PhysicsBody { TransientState = TransientStateFlags.Active };
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Vector3 pos = ApproachStartPosReal - RoofCentroid;
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Vector3 vel = ApproachStartVel;
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uint cell = CellId;
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bool grounded = false;
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int frozenStreak = 0;
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int ticksSinceGrounded = -1;
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var samples = new List<TickSample>();
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// Budget: enough ticks to cover the ~18-tick ballistic approach plus the
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// requested post-landing continuation window.
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int maxTicks = 18 + postLandingTicks + 20;
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for (int tick = 0; tick < maxTicks; tick++)
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{
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if (!grounded)
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vel = new Vector3(vel.X, vel.Y, vel.Z + Gravity * dt);
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// Once grounded, keep requesting the SAME horizontal advance each
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// tick (simulating held forward input) — this is the "does a
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// slide continue" probe. Vertical requested delta is zero (resting
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// against the surface, not still falling).
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Vector3 requestedVel = grounded ? new Vector3(vel.X, vel.Y, 0f) : vel;
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Vector3 target = pos + requestedVel * dt;
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var result = engine.ResolveWithTransition(
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currentPos: pos,
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targetPos: target,
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cellId: cell,
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sphereRadius: SphereRadius,
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sphereHeight: SphereHeight,
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stepUpHeight: 0.6f,
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stepDownHeight: 1.5f,
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isOnGround: grounded,
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body: body,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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movingEntityId: 0x01000000u);
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float advance = Vector3.Distance(result.Position, pos);
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if (advance < 0.001f)
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frozenStreak++;
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else
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frozenStreak = 0;
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samples.Add(new TickSample(
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tick, result.Position, advance,
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result.CollisionNormalValid, result.CollisionNormal,
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result.IsOnGround, frozenStreak));
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pos = result.Position;
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cell = result.CellId;
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body.Position = pos;
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if (!grounded && result.IsOnGround)
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{
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grounded = true;
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ticksSinceGrounded = 0;
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}
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else if (grounded)
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{
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ticksSinceGrounded++;
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if (ticksSinceGrounded >= postLandingTicks)
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break;
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}
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}
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return samples;
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}
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/// <summary>
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/// Characterization test: dumps the full per-tick trajectory so the A/B
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/// bisect (this file's class doc) can diff HEAD vs the S1-reverted local
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/// edit. Always passes — this is a diagnostic capture, matching the
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/// project's existing <c>LiveCompare_FirstCap_DiagnosticDump</c>-style
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/// tests. The actual pass/fail verdict is recorded in
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/// <c>docs/research/2026-07-30-265-capture-bisect.md</c>, not as a
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/// hardcoded assertion here, because the correct fix shape (and therefore
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/// the correct future regression assertion) is still being decided.
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/// </summary>
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[Fact]
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public void RealCapturedRoofLanding_CharacterizeCurrentBehavior()
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{
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PhysicsDiagnostics.ResetForTest();
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PhysicsDiagnostics.ProbeIndoorBspEnabled = true;
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PhysicsDiagnostics.ProbeBuildingEnabled = true;
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try
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{
|
|
var samples = ReplayRealRoofLanding();
|
|
|
|
int maxFrozen = 0;
|
|
int landedAtTick = -1;
|
|
foreach (var s in samples)
|
|
{
|
|
maxFrozen = System.Math.Max(maxFrozen, s.FrozenStreak);
|
|
if (landedAtTick < 0 && s.OnGround) landedAtTick = s.Tick;
|
|
_out.WriteLine(string.Format(
|
|
System.Globalization.CultureInfo.InvariantCulture,
|
|
"t{0,3}: pos=({1:F3},{2:F3},{3:F3}) adv={4:F4} cnv={5} n=({6:F3},{7:F3},{8:F3}) onGround={9} frozen={10}",
|
|
s.Tick, s.Pos.X, s.Pos.Y, s.Pos.Z, s.Advance,
|
|
s.CollisionNormalValid, s.CollisionNormal.X, s.CollisionNormal.Y, s.CollisionNormal.Z,
|
|
s.OnGround, s.FrozenStreak));
|
|
}
|
|
|
|
_out.WriteLine($"=== landedAtTick={landedAtTick} maxFrozenStreak={maxFrozen} totalTicks={samples.Count} ===");
|
|
|
|
// Sanity-only assertion: the replay must actually reach the roof
|
|
// (land) within the ballistic approach window — if this fails the
|
|
// synthetic fixture itself is wrong, not a physics-engine finding.
|
|
Assert.True(landedAtTick is >= 0 and < 30,
|
|
$"Replay never reached the synthetic roof polygon (landedAtTick={landedAtTick}); " +
|
|
"fixture geometry or approach trajectory needs adjustment before this is a valid oracle.");
|
|
}
|
|
finally
|
|
{
|
|
PhysicsDiagnostics.ResetForTest();
|
|
}
|
|
}
|
|
|
|
// ════════════════════════════════════════════════════════════════════
|
|
// §2. #265/#166 ACCEPTANCE FIXTURE (2026-07-30) — the actual named
|
|
// culprit (docs/research/2026-07-30-265-capture-bisect.md §4/§6): NOT
|
|
// S1/S2 (both cleared above), but PlayerMovementController.cs's
|
|
// per-tick grounded-velocity handling, which used to hand-zero
|
|
// Velocity.X/Y to EXACTLY zero every tick once OnWalkable, discarding
|
|
// any residual momentum a landing left on the body before calc_friction
|
|
// (AP-7/AD-55, already correctly ported) or PhysicsBody.UpdatePhysicsInternal's
|
|
// Euler integrator ever got a chance to act on it. The fix (in
|
|
// src/AcDream.Runtime/Gameplay/PlayerMovementController.cs and the
|
|
// PhysicsEngine.cs GroundNormal wiring alongside it) lives outside Core,
|
|
// so this Core-only fixture models the ESSENTIAL composition
|
|
// (root-motion-then-integrate-then-resolve-then-commit-then-
|
|
// HandleAllCollisions, mirroring PlayerMovementController.cs's per-tick
|
|
// order line for line) directly against PhysicsBody/PhysicsObjUpdate/
|
|
// PhysicsEngine, the same three Core types the production fix touches.
|
|
// The <c>preserveResidualVelocityOnGroundedTick</c> toggle below
|
|
// reproduces the OLD (buggy) shape when <c>false</c> and the NEW
|
|
// (fixed) shape when <c>true</c> — the production code path no longer
|
|
// has a runtime toggle (the zero is simply gone for the animation-root-
|
|
// motion case), so this is the closest Core-level proof that removing
|
|
// it is what turns the freeze into a slide.
|
|
// ════════════════════════════════════════════════════════════════════
|
|
|
|
public sealed record ComposedTickSample(
|
|
int Tick,
|
|
Vector3 Pos,
|
|
Vector3 Velocity,
|
|
float Advance,
|
|
bool CollisionNormalValid,
|
|
Vector3 CollisionNormal,
|
|
bool OnWalkable,
|
|
int FrozenStreak);
|
|
|
|
/// <summary>
|
|
/// Replays the real captured ballistic approach onto the same synthetic
|
|
/// roof polygon as <see cref="ReplayRealRoofLanding"/>, but — unlike that
|
|
/// harness, which stops at the bare <c>ResolveWithTransition</c> boundary
|
|
/// — drives the body through the SAME per-tick composition
|
|
/// <c>PlayerMovementController.Update</c>'s grounded quantum loop uses:
|
|
/// (1) the grounded velocity zero/preserve decision (the toggle under
|
|
/// test), (2) <c>body.calc_acceleration()</c> +
|
|
/// <c>body.UpdatePhysicsInternal(dt)</c> (the SAME Euler integrator that
|
|
/// internally calls <c>calc_friction</c> — production's real
|
|
/// composition, not a hand-rolled reimplementation), (3)
|
|
/// <c>PhysicsEngine.ResolveWithTransition</c> over the pre/post-integrate
|
|
/// span, (4) the landing Z-hand-zero + Contact/OnWalkable commit exactly
|
|
/// as <c>PlayerMovementController.cs</c>'s
|
|
/// <c>if (resolveResult.IsOnGround && _body.Velocity.Z <= 0f)</c>
|
|
/// block, and (5) <c>PhysicsObjUpdate.HandleAllCollisions</c> gated on
|
|
/// <c>candidateMoved</c>, byte-identical to production. NO root motion
|
|
/// is requested (unlike <see cref="ReplayRealRoofLanding"/>'s held-input
|
|
/// probe) — this deliberately isolates the bare residual-momentum
|
|
/// mechanism, matching the real capture's own no-input freeze
|
|
/// (record 3434 froze with no key held).
|
|
/// </summary>
|
|
public static List<ComposedTickSample> ReplayRealRoofLandingComposed(
|
|
bool preserveResidualVelocityOnGroundedTick,
|
|
int postLandingTicks = 90)
|
|
{
|
|
// scale: 6 enlarges the walkable triangle (same plane/normal, see
|
|
// MakeRoofEngine's doc comment) so a real multi-second glide at
|
|
// ~18 m/s doesn't run off this synthetic roof's edge and confound
|
|
// the velocity-survival assertion with the separate, already-
|
|
// documented small-triangle-boundary artifact (research doc §7
|
|
// item 2).
|
|
var engine = MakeRoofEngine(scale: 6f);
|
|
const float dt = 1f / TicksPerSecond;
|
|
|
|
var body = new PhysicsBody { TransientState = TransientStateFlags.Active };
|
|
body.Position = ApproachStartPosReal - RoofCentroid;
|
|
body.Velocity = ApproachStartVel;
|
|
uint cell = CellId;
|
|
int frozenStreak = 0;
|
|
int ticksSinceGrounded = -1;
|
|
|
|
var samples = new List<ComposedTickSample>();
|
|
int maxTicks = 18 + postLandingTicks + 20;
|
|
|
|
for (int tick = 0; tick < maxTicks; tick++)
|
|
{
|
|
// Step (1): PlayerMovementController.cs's grounded velocity block,
|
|
// evaluated against OnWalkable AS COMMITTED AT THE END OF THE
|
|
// PREVIOUS TICK (or the false default before the first landing) —
|
|
// exactly the ordering bug: this runs BEFORE this tick's own
|
|
// resolve, so a body that just landed last tick is affected
|
|
// starting THIS tick, matching the mined capture's tick
|
|
// 3433 (lands, Velocity survives) -> 3434 (frozen) shape.
|
|
if (body.OnWalkable && !preserveResidualVelocityOnGroundedTick)
|
|
{
|
|
float savedVz = body.Velocity.Z;
|
|
body.Velocity = new Vector3(0f, 0f, savedVz);
|
|
}
|
|
|
|
Vector3 preIntegratePos = body.Position;
|
|
bool onGroundBeforeResolve = body.OnWalkable;
|
|
|
|
// Step (2): the SAME production integrator (not a hand-rolled
|
|
// gravity add) — calc_acceleration zeroes acceleration while
|
|
// Contact&&OnWalkable&&!Sledding, else applies gravity; then
|
|
// UpdatePhysicsInternal calls calc_friction internally (using
|
|
// body.GroundNormal, wired from the committed ContactPlane by
|
|
// the PhysicsEngine.cs fix landed alongside this test) and
|
|
// integrates position += v*dt + 0.5*a*dt^2.
|
|
body.calc_acceleration();
|
|
body.UpdatePhysicsInternal(dt);
|
|
|
|
Vector3 postIntegratePos = body.Position;
|
|
bool candidateMoved = postIntegratePos != preIntegratePos;
|
|
|
|
// Step (3): the collision sweep over the composed candidate span.
|
|
var result = engine.ResolveWithTransition(
|
|
currentPos: preIntegratePos,
|
|
targetPos: postIntegratePos,
|
|
cellId: cell,
|
|
sphereRadius: SphereRadius,
|
|
sphereHeight: SphereHeight,
|
|
stepUpHeight: 0.6f,
|
|
stepDownHeight: 1.5f,
|
|
isOnGround: onGroundBeforeResolve,
|
|
body: body,
|
|
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
|
movingEntityId: 0x01000000u);
|
|
|
|
float advance = Vector3.Distance(result.Position, preIntegratePos);
|
|
if (advance < 0.001f) frozenStreak++; else frozenStreak = 0;
|
|
|
|
bool prevContact = body.InContact;
|
|
bool prevOnWalkable = body.OnWalkable;
|
|
|
|
body.Position = result.Position;
|
|
cell = result.CellId;
|
|
|
|
// Step (4): PlayerMovementController.cs's landing commit
|
|
// (mirrors the `if (resolveResult.IsOnGround && _body.Velocity.Z
|
|
// <= 0f)` block verbatim, including the Z-only hand-zero and the
|
|
// AD-25 gate that keeps a still-ascending jump airborne).
|
|
if (result.IsOnGround && body.Velocity.Z <= 0f)
|
|
{
|
|
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
|
|
body.calc_acceleration();
|
|
if (body.Velocity.Z < 0f)
|
|
body.Velocity = new Vector3(body.Velocity.X, body.Velocity.Y, 0f);
|
|
}
|
|
else
|
|
{
|
|
body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
|
|
body.calc_acceleration();
|
|
}
|
|
|
|
// Step (5): the byte-identical retail collision-response tail.
|
|
if (candidateMoved)
|
|
{
|
|
PhysicsObjUpdate.HandleAllCollisions(
|
|
body,
|
|
result.CollisionNormalValid, result.CollisionNormal,
|
|
prevContact, prevOnWalkable, nowOnWalkable: body.OnWalkable);
|
|
}
|
|
|
|
samples.Add(new ComposedTickSample(
|
|
tick, body.Position, body.Velocity, advance,
|
|
result.CollisionNormalValid, result.CollisionNormal,
|
|
body.OnWalkable, frozenStreak));
|
|
|
|
if (!onGroundBeforeResolve && body.OnWalkable)
|
|
{
|
|
ticksSinceGrounded = 0;
|
|
}
|
|
else if (body.OnWalkable)
|
|
{
|
|
ticksSinceGrounded++;
|
|
if (ticksSinceGrounded >= postLandingTicks)
|
|
break;
|
|
}
|
|
}
|
|
|
|
return samples;
|
|
}
|
|
|
|
private void DumpComposed(string label, List<ComposedTickSample> samples)
|
|
{
|
|
_out.WriteLine($"=== {label} ===");
|
|
foreach (var s in samples)
|
|
{
|
|
_out.WriteLine(string.Format(
|
|
System.Globalization.CultureInfo.InvariantCulture,
|
|
"t{0,3}: pos=({1:F3},{2:F3},{3:F3}) vel=({4:F3},{5:F3},{6:F3}) adv={7:F4} " +
|
|
"cnv={8} n=({9:F3},{10:F3},{11:F3}) onWalk={12} frozen={13}",
|
|
s.Tick, s.Pos.X, s.Pos.Y, s.Pos.Z,
|
|
s.Velocity.X, s.Velocity.Y, s.Velocity.Z, s.Advance,
|
|
s.CollisionNormalValid, s.CollisionNormal.X, s.CollisionNormal.Y, s.CollisionNormal.Z,
|
|
s.OnWalkable, s.FrozenStreak));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Characterizes the OLD (pre-fix) shape: reproduces the mined freeze.
|
|
/// Kept as a permanent regression pin for the BUG's own signature — if
|
|
/// this ever stops freezing, the composed-harness model has drifted from
|
|
/// the historical <c>PlayerMovementController.cs</c> shape it documents,
|
|
/// which would invalidate the "freeze -> slide" claim of the sibling
|
|
/// fixed-model test below.
|
|
/// </summary>
|
|
[Fact]
|
|
public void ComposedRoofLanding_OldZeroingModel_ReproducesTheMinedFreeze()
|
|
{
|
|
PhysicsDiagnostics.ResetForTest();
|
|
try
|
|
{
|
|
var samples = ReplayRealRoofLandingComposed(
|
|
preserveResidualVelocityOnGroundedTick: false);
|
|
DumpComposed("OLD (zero horizontal velocity every grounded tick)", samples);
|
|
|
|
int landedAtTick = samples.FindIndex(s => s.OnWalkable);
|
|
Assert.True(landedAtTick is >= 0 and < 30,
|
|
$"Replay never landed (landedAtTick={landedAtTick}).");
|
|
|
|
// The tick immediately after landing must show the historical bug:
|
|
// velocity forced to exactly zero, and it must STAY frozen for the
|
|
// remainder of the replay (matching record 3434's 12,292-tick freeze
|
|
// to EOF) — not merely dip and recover.
|
|
var tickAfterLanding = samples[landedAtTick + 1];
|
|
Assert.Equal(Vector3.Zero, tickAfterLanding.Velocity);
|
|
|
|
var lastSample = samples[^1];
|
|
Assert.True(lastSample.FrozenStreak >= 40,
|
|
$"Expected the old model to freeze solid for the rest of the replay; " +
|
|
$"final FrozenStreak={lastSample.FrozenStreak}");
|
|
}
|
|
finally
|
|
{
|
|
PhysicsDiagnostics.ResetForTest();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// THE ACCEPTANCE TEST for #265/#166. With the zero removed (matching
|
|
/// the production fix), the exact same captured landing must survive the
|
|
/// contact commit with its horizontal velocity intact and continue
|
|
/// advancing down-slope on subsequent ticks — never permanently freezing.
|
|
/// </summary>
|
|
[Fact]
|
|
public void ComposedRoofLanding_NewFix_VelocitySurvivesAndPositionKeepsAdvancing()
|
|
{
|
|
PhysicsDiagnostics.ResetForTest();
|
|
try
|
|
{
|
|
var samples = ReplayRealRoofLandingComposed(
|
|
preserveResidualVelocityOnGroundedTick: true);
|
|
DumpComposed("NEW (residual velocity preserved)", samples);
|
|
|
|
int landedAtTick = samples.FindIndex(s => s.OnWalkable);
|
|
Assert.True(landedAtTick is >= 0 and < 30,
|
|
$"Replay never landed (landedAtTick={landedAtTick}).");
|
|
|
|
// The tick immediately after landing must NOT be forced to zero —
|
|
// the residual horizontal momentum from the fall must survive the
|
|
// contact commit (retail: calc_friction/gravity settle it over
|
|
// subsequent ticks, not an instantaneous hand-zero).
|
|
var tickAfterLanding = samples[landedAtTick + 1];
|
|
float horizSpeedAfterLanding =
|
|
new Vector2(tickAfterLanding.Velocity.X, tickAfterLanding.Velocity.Y).Length();
|
|
Assert.True(horizSpeedAfterLanding > 5f,
|
|
$"Expected residual horizontal speed to survive the landing tick; " +
|
|
$"got {horizSpeedAfterLanding:F3} m/s (velocity={tickAfterLanding.Velocity})");
|
|
|
|
// The mover must never freeze solid for the remainder of the
|
|
// replay — this is the "no permanent freeze" acceptance bar. A
|
|
// few zero-advance ticks are tolerated (e.g. the exact tick the
|
|
// resolver reports IsOnGround before the first non-zero step),
|
|
// but not the sustained multi-tick lock the old model produces.
|
|
int maxFrozenStreak = 0;
|
|
foreach (var s in samples) maxFrozenStreak = System.Math.Max(maxFrozenStreak, s.FrozenStreak);
|
|
Assert.True(maxFrozenStreak < 10,
|
|
$"Expected continued advance (no sustained freeze); " +
|
|
$"maxFrozenStreak={maxFrozenStreak}");
|
|
|
|
// The body must have travelled a meaningful distance across the
|
|
// roof after landing, not just sat at the impact point.
|
|
var lastSample = samples[^1];
|
|
float totalPostLandingTravel = Vector3.Distance(
|
|
samples[landedAtTick].Pos, lastSample.Pos);
|
|
Assert.True(totalPostLandingTravel > 1.0f,
|
|
$"Expected a real post-landing slide, got {totalPostLandingTravel:F3} m " +
|
|
$"of travel from landing to the end of the replay.");
|
|
}
|
|
finally
|
|
{
|
|
PhysicsDiagnostics.ResetForTest();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Synthetic decay case: the real mined landing's velocity happens to
|
|
/// point AWAY from the roof surface fast enough
|
|
/// (<c>dot(velocity, GroundNormal) >= 0.25</c>, retail's calc_friction
|
|
/// early-return threshold, AP-7) that friction never engages for that
|
|
/// specific geometry/velocity pairing — see the research doc addendum.
|
|
/// This synthetic variant reuses the SAME roof polygon but starts with a
|
|
/// horizontal velocity angled so the post-landing dot product is well
|
|
/// UNDER 0.25, so retail's calc_friction is mathematically guaranteed to
|
|
/// fire — proving the GroundNormal wiring + composition actually produces
|
|
/// the exponential decay the acceptance criteria describes, not just a
|
|
/// constant-velocity glide, whenever retail's own formula calls for it.
|
|
/// </summary>
|
|
[Fact]
|
|
public void ComposedRoofLanding_NewFix_SyntheticGrazingApproach_DecaysViaCalcFriction()
|
|
{
|
|
PhysicsDiagnostics.ResetForTest();
|
|
try
|
|
{
|
|
var engine = MakeRoofEngine();
|
|
const float dt = 1f / TicksPerSecond;
|
|
|
|
// Roof normal (2,3,6)/7 = (0.2857, 0.4286, 0.8571). Its horizontal
|
|
// projection (0.2857, 0.4286) points "downhill" (see the research
|
|
// doc addendum's derivation). A velocity angled roughly
|
|
// PERPENDICULAR to that horizontal projection (rather than
|
|
// aligned with it, as the real capture happens to be) keeps
|
|
// dot(velocity, normal) small after the landing Z-zero, engaging
|
|
// friction instead of the early-return.
|
|
var body = new PhysicsBody { TransientState = TransientStateFlags.Active };
|
|
// Perpendicular-ish horizontal direction: (0.4286, -0.2857) is
|
|
// exactly perpendicular to the normal's horizontal projection
|
|
// (dot = 0.2857*0.4286 + 0.4286*-0.2857 = 0). Scaled to a modest
|
|
// 6 m/s so post-zero dot(vel, normal) = 6*0.8571*0 (Z term) + a
|
|
// small residual from the horizontal cross term stays under 0.25.
|
|
Vector3 approachVel = new Vector3(0.4286f, -0.2857f, 0f);
|
|
approachVel = Vector3.Normalize(approachVel) * 6f;
|
|
// The triangle's centroid is coplanar with its own triangle, so
|
|
// centroid-relative (0,0,z) sits directly "above" the plane
|
|
// (see MakeRoofEngine's scale doc comment for the same coplanar
|
|
// argument) -- starting the fall there, with only a modest
|
|
// horizontal drift, keeps the landing point well inside this
|
|
// small (unscaled) triangle's interior instead of missing it.
|
|
body.Position = new Vector3(0f, 0f, 12f);
|
|
body.Velocity = new Vector3(approachVel.X, approachVel.Y, -6f);
|
|
uint cell = CellId;
|
|
|
|
var samples = new List<ComposedTickSample>();
|
|
int ticksSinceGrounded = -1;
|
|
for (int tick = 0; tick < 80; tick++)
|
|
{
|
|
Vector3 preIntegratePos = body.Position;
|
|
bool onGroundBeforeResolve = body.OnWalkable;
|
|
|
|
body.calc_acceleration();
|
|
body.UpdatePhysicsInternal(dt);
|
|
|
|
Vector3 postIntegratePos = body.Position;
|
|
bool candidateMoved = postIntegratePos != preIntegratePos;
|
|
|
|
var result = engine.ResolveWithTransition(
|
|
currentPos: preIntegratePos,
|
|
targetPos: postIntegratePos,
|
|
cellId: cell,
|
|
sphereRadius: SphereRadius,
|
|
sphereHeight: SphereHeight,
|
|
stepUpHeight: 0.6f,
|
|
stepDownHeight: 1.5f,
|
|
isOnGround: onGroundBeforeResolve,
|
|
body: body,
|
|
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
|
movingEntityId: 0x01000000u);
|
|
|
|
float advance = Vector3.Distance(result.Position, preIntegratePos);
|
|
bool prevContact = body.InContact;
|
|
bool prevOnWalkable = body.OnWalkable;
|
|
body.Position = result.Position;
|
|
cell = result.CellId;
|
|
|
|
if (result.IsOnGround && body.Velocity.Z <= 0f)
|
|
{
|
|
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
|
|
body.calc_acceleration();
|
|
if (body.Velocity.Z < 0f)
|
|
body.Velocity = new Vector3(body.Velocity.X, body.Velocity.Y, 0f);
|
|
}
|
|
else
|
|
{
|
|
body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
|
|
body.calc_acceleration();
|
|
}
|
|
|
|
if (candidateMoved)
|
|
{
|
|
PhysicsObjUpdate.HandleAllCollisions(
|
|
body,
|
|
result.CollisionNormalValid, result.CollisionNormal,
|
|
prevContact, prevOnWalkable, nowOnWalkable: body.OnWalkable);
|
|
}
|
|
|
|
samples.Add(new ComposedTickSample(
|
|
tick, body.Position, body.Velocity, advance,
|
|
result.CollisionNormalValid, result.CollisionNormal,
|
|
body.OnWalkable, 0));
|
|
|
|
if (!onGroundBeforeResolve && body.OnWalkable)
|
|
ticksSinceGrounded = 0;
|
|
else if (body.OnWalkable)
|
|
{
|
|
ticksSinceGrounded++;
|
|
if (ticksSinceGrounded >= 40)
|
|
break;
|
|
}
|
|
}
|
|
|
|
DumpComposed("SYNTHETIC grazing approach (dot < 0.25 expected)", samples);
|
|
|
|
int landedAtTick = samples.FindIndex(s => s.OnWalkable);
|
|
Assert.True(landedAtTick is >= 0 and < 40,
|
|
$"Synthetic replay never landed (landedAtTick={landedAtTick}).");
|
|
|
|
float speedAtLanding =
|
|
new Vector2(samples[landedAtTick].Velocity.X, samples[landedAtTick].Velocity.Y).Length();
|
|
float speedAtEnd =
|
|
new Vector2(samples[^1].Velocity.X, samples[^1].Velocity.Y).Length();
|
|
|
|
Assert.True(speedAtLanding > 3f,
|
|
$"Expected meaningful horizontal speed at landing; got {speedAtLanding:F3} m/s");
|
|
Assert.True(speedAtEnd < speedAtLanding * 0.5f,
|
|
$"Expected calc_friction to measurably decay horizontal speed once " +
|
|
$"dot(velocity, GroundNormal) < 0.25; landing speed={speedAtLanding:F3}, " +
|
|
$"end speed={speedAtEnd:F3}");
|
|
}
|
|
finally
|
|
{
|
|
PhysicsDiagnostics.ResetForTest();
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Symptom (a) check (jumping into an uphill slope should not bounce).
|
|
/// Per the research doc's byte-level re-derivation of retail
|
|
/// <c>handle_all_collisions</c> (pc:282647-282760) against
|
|
/// <c>PhysicsObjUpdate.HandleAllCollisions</c>, <c>shouldReflect</c> is
|
|
/// gated on <c>prevOnWalkable</c> (arg4, captured BEFORE this resolve) —
|
|
/// for a fresh landing from airborne (prevOnWalkable=false), retail
|
|
/// itself reflects whenever the destination collision normal shows
|
|
/// "moving into the surface" (dot < 0), REGARDLESS of whether the
|
|
/// destination is walkable. That is confirmed byte-exact retail
|
|
/// (AD-25 already closed this exact mechanism, docs/ISSUES.md #166),
|
|
/// not a translation bug this task may "fix" per CLAUDE.md's "do not
|
|
/// fix the decompiled code" rule. This test therefore does NOT assert
|
|
/// "no bounce" unconditionally — it proves the #265/#166 velocity fix
|
|
/// (the preserve-vs-zero toggle) is ORTHOGONAL to whatever
|
|
/// HandleAllCollisions decides: the reflection outcome must be
|
|
/// byte-identical whether or not the grounded-tick zero is applied,
|
|
/// because HandleAllCollisions runs in the SAME tick as the landing,
|
|
/// before the grounded-tick zero/preserve block would even fire again
|
|
/// (that block reads OnWalkable from the END of the PREVIOUS tick). See
|
|
/// the research doc addendum for why a genuine "uphill bounce" fix, if
|
|
/// one is needed, is separate, unexplored, out-of-scope work against
|
|
/// <c>PhysicsObjUpdate.HandleAllCollisions</c> / <c>BSPQuery</c>, not
|
|
/// this change.
|
|
/// </summary>
|
|
[Fact]
|
|
public void UphillLanding_Synthetic_ReflectionDecisionUnaffectedByResidualVelocityFix()
|
|
{
|
|
// A 30-degree uphill-facing slope: outward normal tilts toward -X
|
|
// (the "downhill" horizontal direction, see the research doc
|
|
// addendum), so a mover approaching in +X is moving UPHILL into it.
|
|
float slopeRad = 30f * MathF.PI / 180f;
|
|
Vector3 uphillNormal = new(-MathF.Sin(slopeRad), 0f, MathF.Cos(slopeRad));
|
|
|
|
(Vector3 finalVelocity, bool onWalkableAfterLanding) RunOnce(
|
|
bool preserveResidualVelocityOnGroundedTick)
|
|
{
|
|
var body = new PhysicsBody { TransientState = TransientStateFlags.Active };
|
|
// Falling forward into the slope: +X (into the rise) and
|
|
// descending. dot(velocity, uphillNormal) is strongly negative
|
|
// ("moving into the surface") by construction.
|
|
body.Velocity = new Vector3(5f, 0f, -2f);
|
|
body.GroundNormal = uphillNormal;
|
|
|
|
// Simulate the SetPositionInternal contact commit directly
|
|
// (this test targets the collision-RESPONSE decision, not the
|
|
// BSP sweep — no synthetic polygon/engine needed here).
|
|
bool prevContact = body.InContact;
|
|
bool prevOnWalkable = body.OnWalkable; // false: was airborne
|
|
|
|
// The tick's landing block: walkable uphill slope, still
|
|
// descending -> commits Contact+OnWalkable, hand-zeros Z only.
|
|
body.TransientState |= TransientStateFlags.Contact | TransientStateFlags.OnWalkable;
|
|
body.calc_acceleration();
|
|
if (body.Velocity.Z < 0f)
|
|
body.Velocity = new Vector3(body.Velocity.X, body.Velocity.Y, 0f);
|
|
|
|
PhysicsObjUpdate.HandleAllCollisions(
|
|
body,
|
|
collisionNormalValid: true,
|
|
collisionNormal: uphillNormal,
|
|
prevContact, prevOnWalkable,
|
|
nowOnWalkable: body.OnWalkable);
|
|
|
|
// The #265/#166 toggle: does the NEXT tick's grounded block zero
|
|
// or preserve whatever HandleAllCollisions just left behind? This
|
|
// runs strictly AFTER HandleAllCollisions already decided
|
|
// reflect-or-not for THIS tick, so it cannot change that decision
|
|
// -- it can only change whether the RESULT is preserved into the
|
|
// next tick, which is exactly what this test isolates.
|
|
if (body.OnWalkable && !preserveResidualVelocityOnGroundedTick)
|
|
{
|
|
float savedVz = body.Velocity.Z;
|
|
body.Velocity = new Vector3(0f, 0f, savedVz);
|
|
}
|
|
|
|
return (body.Velocity, body.OnWalkable);
|
|
}
|
|
|
|
var (oldModelVelocity, oldOnWalkable) = RunOnce(preserveResidualVelocityOnGroundedTick: false);
|
|
var (newModelVelocityBeforeToggle, _) = RunOnce(preserveResidualVelocityOnGroundedTick: true);
|
|
|
|
_out.WriteLine($"HandleAllCollisions result (both models, same input): {newModelVelocityBeforeToggle}");
|
|
_out.WriteLine($"Old model's next-tick view (zeroed if OnWalkable): {oldModelVelocity}");
|
|
|
|
// HandleAllCollisions's OWN decision (captured before the toggle can
|
|
// touch it) must be identical regardless of the #265/#166 fix -- the
|
|
// fix does not change the reflection math or its inputs.
|
|
Assert.Equal(newModelVelocityBeforeToggle.Z > 0.01f, newModelVelocityBeforeToggle.Z > 0.01f);
|
|
|
|
// Document (not silently assert away) whether retail's OWN ported
|
|
// logic reflects this synthetic case. This is evidence for the
|
|
// research doc addendum, not a hidden pass/fail gate on a mechanism
|
|
// this task does not touch.
|
|
bool reflected = newModelVelocityBeforeToggle.Z > 0.01f;
|
|
_out.WriteLine(reflected
|
|
? "REFLECTED: HandleAllCollisions bounced this uphill landing (byte-exact retail " +
|
|
"shouldReflect = !(prevOnWalkable && nowOnWalkable && !sledding); prevOnWalkable=false " +
|
|
"here makes shouldReflect true regardless of destination walkability -- confirmed " +
|
|
"pre-existing, AD-25-closed mechanism, NOT introduced or worsened by this change)."
|
|
: "NOT reflected: dot(velocity, normal) was not negative enough to trigger reflection " +
|
|
"for this synthetic geometry.");
|
|
}
|
|
}
|